Monstrous Scorpion, Colossal | CR 12 |
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Colossal Vermin Init −1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4 Languages — |
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AC 26, touch 1, flat-footed 26 hp 300 (40 HD) Fort +25, Ref +12, Will +13 |
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Speed 50 ft., Melee 2 claws +34 (2d8+12) and sting +29 (2d8+6 plus poison) Space 40 ft.; Reach 30 ft. Base Atk +30; Grp +58 Atk Options constrict 2d8+12, improved grab |
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Abilities Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2 SQ vermin traits Feats — Skills Climb +16, Hide −12, Spot +4 Advancement 41-60 HD (Colossal) |
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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 33, initial damage 1d10 Con, secondary damage 1d10 Con. The save DCs are Constitution- based.
Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. |