Monstrous Scorpion, SmallCR 1/2

Always N Small Vermin

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

Languages

AC 14, touch 11, flat-footed 14
(+1 size, +3 natural)

hp 6 (1 HD)

Fort +4, Ref +0, Will +0

Speed 30 ft.,

Melee 2 claws +1 (1d3-1) and sting −4 (1d3-1 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Atk Options constrict 1d3-1, improved grab

Abilities Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +3, Hide +8, Spot +4

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 1d2 Con, secondary damage 1d2 Con. The save DCs are Constitution- based.

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