3e SRD:Monstrous Scorpion, Huge

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Huge Monstrous Scorpion

Size/Type: Huge Vermin
Hit Dice: 16d8+32 (104 hp)
Initiative: +0
Speed: 50 ft.
AC: 16 (-2 size, +8 natural)
Attacks: Claw 1d8+5, sting 2d4+2 and poison
Damage: 2 claws +15 melee, sting +10 melee
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Vermin
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 21, Dex 10, Con 14, Int , Wis 10, Cha 2
Skills: Climb +12, Hide +0, Spot +7
Feats:
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 17-31 HD (Huge)

Poison (Ex): Injury type poison; DC 26; Initial and Secondary damage: 1d8 Str.

Huge: 20 feet long, 10 feet wide*, 2 1/2 feet high.

*The number includes the scorpion’s body and its legs; the actual body width is about a third of the total.
**The number indicates the height of the creature’s body; the creature’s stinger usually is held about as high off the ground as the creature is wide.

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

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



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gollark: ***DUN NUD UDN***
gollark: Every *other* improvement has taken ages...
gollark: Mostly working rules now > more working rules in another few weeks.
gollark: It'd be the work of, I don't know, a small amount of time, to copy the rules he posted into the make trade thing, but nooo...
gollark: "Only" three weeks?
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