Monstrous Scorpion, Huge | CR 7 |
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Huge Vermin Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4 Languages — |
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AC 20, touch 8, flat-footed 20 hp 75 (10 HD) Fort +10, Ref +3, Will +3 |
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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 |
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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) |
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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 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. |