3e SRD:Monstrous Scorpion, Huge
This material is published under the OGL 1.0a. |
Huge Monstrous Scorpion[edit]
Size/Type: | Huge Vermin |
---|---|
Hit Dice: | 16d8+32 (104 hp) |
Initiative: | +0 |
Speed: | 50 ft. |
AC: | 16 (-2 size, +8 natural) |
Attacks: | Claw 1d8+5, sting 2d4+2 and poison |
Damage: | 2 claws +15 melee, sting +10 melee |
Face/Reach: | 10 ft. by 20 ft./10 ft. |
Special Attacks: | Improved grab, squeeze, poison |
Special Qualities: | Vermin |
Saves: | Fort +12, Ref +5, Will +5 |
Abilities: | Str 21, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +12, Hide +0, Spot +7 |
Feats: | |
Climate/Terrain: | Temperate and warm land and underground |
Organization: | Solitary or colony (2-5) |
Challenge Rating: | 6 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Always neutral |
Advancement: | 17-31 HD (Huge) |
Poison (Ex): Injury type poison; DC 26; Initial and Secondary damage: 1d8 Str.
Huge: 20 feet long, 10 feet wide*, 2 1/2 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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