SRD:Tiny Monstrous Scorpion
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TINY MONSTROUS SCORPION
Monstrous Scorpion, Tiny | |
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Size/Type: | Tiny Vermin |
Hit Dice: | 1/2 d8+2 (4 hp) |
Initiative: | +0 |
Speed: | 20 ft. (4 squares) |
Armor Class: | 14 (+2 size, +2 natural),, touch 12, flat-footed 14 |
Base Attack/Grapple: | +0/–8 |
Attack: | Claw +2 melee (1d2–4) |
Full Attack: | 2 claws +2 melee (1d2–4) and sting –3 melee (1d2–4 plus poison) |
Space/Reach: | 2-1/2 ft./0 ft. |
Special Attacks: | Constrict 1d2–4, improved grab, poison |
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits |
Saves: | Fort +4, Ref +0, Will +0 |
Abilities: | Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +0, Hide +12, Spot +4 |
Feats: | Weapon FinesseB |
Environment: | Warm deserts |
Organization: | Colony (8–16) |
Challenge Rating: | 1/4 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | — |
Level Adjustment: | — |
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
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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Tiny | 12 | 1 Con |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
SEE WIKIPEDIA ENTRY: pion Scorpion
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