Scorpion Mount (3.5e Creature)
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Scorpion Mount, Large | |
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Size/Type: | Large Vermin |
Hit Dice: | 5d8+10 (32 hp) |
Initiative: | +0 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 14 (–1 size, +5 natural),, touch 9, flat-footed 14 |
Base Attack/Grapple: | +3/+11 |
Attack: | Claw +6 melee (1d6+4) |
Full Attack: | 2 claws +6 melee (1d6+4) and sting +1 melee (1d4+2 plus poison) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Constrict 1d6+4, improved grab, poison |
Special Qualities: | Darkvision 60 ft., vermin traits |
Saves: | Fort +6, Ref +1, Will +1 Use the Palidins saves if they are higher (they probably will be) |
Abilities: | Str 19, Dex 10, Con 14, Int 6, Wis 10, Cha 2 |
Skills: | Climb +6, Hide +0, Spot +2 |
Feats: | — |
Environment: | Warm deserts |
Organization: | Solitary or colony (2–5) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Any |
Advancement: | 6–9 HD (Large) |
Level Adjustment: | — |
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.
Size | Fort DC | Damage |
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Large | 14 | 1d4 Con |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Note
This is a modified version of the creature to reduce its CR to 2, making it fair to use in place of a heavy warhorse (for a medium Paladin).
SEE WIKIPEDIA ENTRY: pion Scorpion
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