Monstrous Scorpion, Tiny | CR 1/4 |
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Always N Tiny Vermin Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4 Languages — |
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AC 14, touch 12, flat-footed 14 hp 4 (1/2 HD) Fort +4, Ref +0, Will +0 |
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Speed 20 ft., Melee 2 claws +2 (1d2-4) and sting −3 (1d2-4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Base Atk +0; Grp −8 Atk Options constrict 1d2-4, improved grab |
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Abilities Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2 SQ vermin traits Feats Weapon Finesse Skills Climb +0, Hide +12, Spot +4 Advancement - |
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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 12, initial damage 1 Con, secondary damage 1 Con. The save DCs are Constitution- based.
Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. |