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This massive scorpion erupts from the sand, its giant pincers snapping and its tail stinger swaying threateningly.
Giant Emperor Scorpion CR 11
XP 12,800
N Gargantuan vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
Defense
AC 24, touch 7, flat-footed 23 (+1 Dex, +17 natural, –4 size)
hp 142 (15d8+75)
Fort +14, Ref +6, Will +6
Defensive Ability ferocity; Immune mind-affecting effects
Offense
Speed 50 ft., burrow 10 ft.
Melee 2 claws +18 (2d6+11 plus grab), sting +18 (2d6+11 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks ambush pit, constrict (2d6+11), poison, pounce
Statistics
Str 33, Dex 13, Con 20, Int —, Wis 12, Cha 2
Base Atk +11; CMB +26 (+30 grapple); CMD 37 (49 vs. trip)
Skills Climb +15, Perception +5, Stealth –3 (+1 in deserts); Racial Modifiers +4 Climb, +4 Perception, +8 Stealth (+12 in deserts)
Ecology
Environment warm deserts
Organization solitary
Treasure none
Special Abilities
Ambush Pit (Ex) A giant emperor scorpion can spend 1 minute digging itself into the soil or other ground debris. It then waits for its tremorsense to detect prey. When a creature comes within range, it can erupt from the ground as a free action as part of a charge, allowing it to use its pounce ability. When dug in, the scorpion has improved cover granting it a +10 bonus on Stealth checks.
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save. The save DC is Constitution-based.
A giant emperor scorpion is an ambush predator, burying itself in soil or sand until prey approaches.
Though its pincers seem too small to harm anything larger than an insect, this scorpion's stinger still appears dangerous.
Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.