3e SRD:Monstrous Scorpion, Tiny
Tiny Monstrous Scorpion
Size/Type: | Tiny Vermin |
---|---|
Hit Dice: | 1/2 d8+2 (4 hp) |
Initiative: | +0 |
Speed: | 20 ft. |
AC: | 14 (+2 size, +2 natural) |
Attacks: | Claw 1d2-4, string 1d2-4 and poison |
Damage: | 2 claws +2 melee, sting -3 melee |
Face/Reach: | 2 1/2 ft. by 2 1/2 ft./0 ft. |
Special Attacks: | Improved grab, poison |
Special Qualities: | Vermin |
Saves: | Fort +4, Ref +0, Will +0 |
Abilities: | Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +4, Hide +15, Spot +7 |
Feats: | Weapon Finesse (claw, sting) |
Climate/Terrain: | Temperate and warm land and underground |
Organization: | Colony (8-16) |
Challenge Rating: | 1/4 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: |
Poison (Ex): Injury type poison; DC 11; Initial and Secondary damage: 1d2 Str.
Tiny: 2 feet long, 1 foot wide*, 1 1/2 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.
Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.
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