3e SRD:Monstrous Scorpion, Colossal
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Colossal Monstrous Scorpion[edit]
Size/Type: | Colossal Vermin |
---|---|
Hit Dice: | 64d8+128 (416 hp) |
Initiative: | +0 |
Speed: | 50 ft. |
AC: | 20 (-8 size, +18 natural) |
Attacks: | Claw 2d8+9, sting 2d8+4 and poison |
Damage: | 2 claws +49 melee, sting +44 melee |
Face/Reach: | 40 ft. by 80 ft./15 ft. |
Special Attacks: | Improved grab, squeeze, poison |
Special Qualities: | Vermin |
Saves: | Fort +36, Ref +21, Will +21 |
Abilities: | Str 29, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +16, Hide -8, Spot +7 |
Feats: | |
Climate/Terrain: | Temperate and warm land and underground |
Organization: | Solitary |
Challenge Rating: | 11 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Always neutral |
Advancement: |
Poison (Ex): Injury type poison; DC 54; Initial and Secondary damage: 2d8 Str.
Colossal: 80 feet long, 40 feet wide*, 10 feet high.
*The number includes the scorpion’s body and its legs; the actual body width is about a third of the total.
**The number indicates the height of the creature’s body; the creature’s stinger usually is held about as high off the ground as the creature is wide.
Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.
Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.
Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.
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