Monstrous Scorpion, Tiny
Tiny Vermin — CR 0.25
- Hit Dice
- ½d8+2 (4 hp)
- Initiative
- +0
- Speed
- Land 20 ft
- Armor Class
- 14, touch 12, flat-footed 14
- Base Attack / Grapple
- +0/-8
- Attack
- Claw +2 melee (1d2-4)
- Full Attack
- 2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)
- STR
- 3
- DEX
- 10
- CON
- 14
- WIS
- 10
- CHA
- 2
- Fort / Ref / Will
- +4 / +0 / +0
- Challenge Rating
- 0.25
- Alignment
- Always Neutral
- Organization
- Colony (8–16)
- Treasure
- None
- Environment
- Deserts
- Level Adjustment
- —
Special Abilities
Feats
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Description
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Combat
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting: Injury, Fortitude DC 12, initial and secondary damage 1 Con. The save DC is Constitution-based.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.