Monstrous Scorpion, ColossalCR 12

Colossal Vermin

Init −1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4


AC 26, touch 1, flat-footed 26
(−8 size, −1 Dex, +25 natural)

hp 300 (40 HD)

Fort +25, Ref +12, Will +13

Speed 50 ft.,

Melee 2 claws +34 (2d8+12) and sting +29 (2d8+6 plus poison)

Space 40 ft.; Reach 30 ft.

Base Atk +30; Grp +58

Atk Options constrict 2d8+12, improved grab

Abilities Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

SQ vermin traits


Skills Climb +16, Hide −12, Spot +4

Advancement 41-60 HD (Colossal)

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 33, initial damage 1d10 Con, secondary damage 1d10 Con. The save DCs are Constitution- based.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.