Monstrous Scorpion, Large | CR 3 |
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Large Vermin Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4 Languages — |
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AC 16, touch 9, flat-footed 16 hp 32 (5 HD) Fort +6, Ref +1, Will +1 |
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Speed 50 ft., Melee 2 claws +6 (1d6+4) and sting +1 (1d6+2 plus poison) Space 10 ft.; Reach 5 ft. Base Atk +3; Grp +11 Atk Options constrict 1d6+4, improved grab |
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Abilities Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2 SQ vermin traits Feats — Skills Climb +8, Hide +0, Spot +4 Advancement 6-9 HD (Large) |
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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 14, initial damage 1d4 Con, secondary damage 1d4 Con. The save DCs are Constitution- based.
Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. |