3e SRD:Monstrous Scorpion, Small

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Small Monstrous Scorpion

Size/Type: Small Vermin
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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