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Monstrous Scorpion, Small
Size/Type: Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural),, touch 11, flat-footed 14
Base Attack/Grapple: +0/–4
Attack: Claw +1 melee (1d3–1)
Full Attack: 2 claws +1 melee (1d3–1) and sting –4 melee (1d3–1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3–1, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 10, Con 14, Int , Wis 10, Cha 2
Skills: Climb +3, Hide +8, Spot +4
Feats: Weapon FinesseB
Environment: Warm deserts
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Level Adjustment:

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

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. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size Fort DC Damage
Small121d2 Con

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


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