Monstrous Scorpion, TinyCR 1/4

Always N Tiny Vermin

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

Languages

AC 14, touch 12, flat-footed 14
(+2 size, +2 natural)

hp 4 (1/2 HD)

Fort +4, Ref +0, Will +0

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

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 -

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.