Scorpion, Monstrous, Fiendish

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Creature: Scorpion, Monstrous, Fiendish
Size/Type Medium/Magical Beast (Extraplanar)
Hit Dice 2d8+4 (13 HP)
Initiative +0
Speed 30 ft.
Armor Class 14 (10 ++0 Dex, ++4 Size +3 Natural, +0 Armor AC, +0 Shield AC), 14 Flat Footed, 10 Touch AC
Base Attack/Grapple +1/+2
Attack Claw +2 melee (1d4+1)
Full Attack 2 claws +2 melee (1d4+1) and sting –3 melee (1d4 plus poison)
Space/Reach 10 ft./5 ft.
Special Attacks
Special Qualities Darkvision 60 ft., Tremorsense 60 ft., Resistance to Cold and Fire, Spell Resistance 7
Saves Fort +5, Ref +0, Will +0
Abilities STR 13, DEX 10, CON 14, INT 3, WIS 10, CHA 2
Skills Climb + 5, Hide +4, Spot +4
Feats Ability Focus (Poison)
Environment Warm deserts in an evil-aligned plane
Organization Solitary or Colony (2-5)
Challenge Rating 1
Treasure none
Alignment Always evil (Any)
Advancement 3 - 4 HD (Medium)
Level Adjustment
Notes Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage.

Size Fort DC Damage Medium 15 1d3 Con

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.