3e SRD:Monstrous Scorpion, Tiny

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Tiny Monstrous Scorpion[edit]

Size/Type: Tiny Vermin
Hit Dice: 1/2 d8+2 (4 hp)
Initiative: +0
Speed: 20 ft.
AC: 14 (+2 size, +2 natural)
Attacks: Claw 1d2-4, string 1d2-4 and poison
Damage: 2 claws +2 melee, sting -3 melee
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Improved grab, poison
Special Qualities: Vermin
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +4, Hide +15, Spot +7
Feats: Weapon Finesse (claw, sting)
Climate/Terrain: Temperate and warm land and underground
Organization: Colony (8-16)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement:

Poison (Ex): Injury type poison; DC 11; Initial and Secondary damage: 1d2 Str.

Tiny: 2 feet long, 1 foot wide*, 1 1/2 inches 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.

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



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