SRD:Tiny Monstrous Scorpion

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TINY MONSTROUS SCORPION[edit]

Monstrous Scorpion, Tiny
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
Tiny 12 1 Con

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

See Wikipedia Entry: Scorpion





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