SRD:Devastation Scorpion

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DEVASTATION SCORPION

Devastation Scorpion
Size/Type: Colossal Vermin
Hit Dice: 128d8+1,408 (1,984 hp)
Initiative: +12 (Dex)
Speed: 100 ft.
Armor Class: 60 (–8 size, +12 Dex, +46 natural), touch 14, flat-footed 48
Base Attack/Grapple: +96/+126
Attack: Claw +102 (10d10+14) melee
Full Attack: 2 Claws +102 (10d10+14) melee and Sting +97 (8d10+7 plus poison) melee
Space/Reach: 50 ft./40 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Vermin Traits, Darkvision 300 ft., SR 50, DR 15/–
Saves: Fort +77, Ref +54, Will +42
Abilities: Str 38, Dex 35, Con 32, Int –, Wis 10, Cha 2
Skills: Climb +22, Hide +4, Jump +42, Spot +8
Feats:
Environment: Any land
Organization: Solitary or cluster (2–5)
Challenge Rating: 42
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:

Vermin Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

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

Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting.

Poison (Ex): Sting, Fortitude save (DC 95); initial and secondary damage 2d12 temporary Str.

Skills: Devastation scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks.

SEE WIKIPEDIA ENTRY: Scorpion



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gollark: I mean, strictly speaking it *is* still around and being updated, but you know.
gollark: Yep.
gollark: I think a mod which really did it right was ReactorCraft.
gollark: Hmm. Looking at this, *hydrogen* at least is widely available, so just pipe your boron into a reactor with that and it runs energy-positive.
gollark: Ah, the difficulties in combining balance and realism...
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