3e SRD:Monstrous Scorpion, Small
Small Monstrous Scorpion
Size/Type: | Small Vermin |
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Hit Dice: | 1d8+2 (6 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 14 (+1 size, +3 natural) |
Attacks: | Claw 1d3-1, sting 1d3-1 and poison |
Damage: | 2 claws +1 melee, sting -4 melee |
Face/Reach: | 5 ft./5 ft. |
Special Attacks: | Improved grab, squeeze, poison |
Special Qualities: | Vermin |
Saves: | Fort +4, Ref +0, Will +0 |
Abilities: | Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +6, Hide +12, Spot +7 |
Feats: | Weapon Finesse (claw, sting) |
Climate/Terrain: | Temperate and warm land and underground |
Organization: | Colony (2-5) or swarm (6-11) |
Challenge Rating: | 1/2 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: |
Poison (Ex): Injury type poison; DC 11; Initial and Secondary damage: 1d3 Str.
Small: 4 feet long, 2 feet wide*, 3 inches 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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