Monstrous Scorpion, LargeCR 3

Large Vermin

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

Languages

AC 16, touch 9, flat-footed 16
(−1 size, +7 natural)

hp 32 (5 HD)

Fort +6, Ref +1, Will +1

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

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)

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.