3e SRD:Monstrous Scorpion, Large
Large Monstrous Scorpion
Size/Type: | Large Vermin |
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Hit Dice: | 4d8+8 (26 hp) |
Initiative: | +0 |
Speed: | 50 ft. |
AC: | 14 (-1 size, +5 natural) |
Attacks: | Claw 1d6+3, sting 1d6+1 and poison |
Damage: | 2 claws +5 melee, sting +0 melee |
Face/Reach: | 5 ft. by 10 ft./5 ft. |
Special Attacks: | Improved grab, squeeze, poison |
Special Qualities: | Vermin |
Saves: | Fort +6, Ref +1, Will +1 |
Abilities: | Str 17, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +11, Hide +3, Spot +7 |
Feats: | |
Climate/Terrain: | Temperate and warm land and underground |
Organization: | Solitary or colony (2-5) |
Challenge Rating: | 2 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Always neutral |
Advancement: | 5-15 HD (Large) |
Poison (Ex): Injury type poison; DC 18; Initial and Secondary damage: 1d6 Str.
Large: 10 feet long, 5 feet wide*, 1 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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