Monstrous Scorpion, HugeCR 7

Huge Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 20, touch 8, flat-footed 20
(−2 size, +12 natural)

hp 75 (10 HD)

Fort +10, Ref +3, Will +3

Speed 50 ft.,

Melee 2 claws +11 (1d8+6) and sting +6 (2d4+3 plus poison)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +21

Atk Options constrict 1d8+6, improved grab

Abilities Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +10, Hide −4, Spot +4

Advancement 11-19 HD (Huge)

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 18, initial damage 1d6 Con, secondary damage 1d6 Con. The save DCs are Constitution- based.

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