3e SRD:Monstrous Scorpion, Large

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This material is published under the OGL 1.0a.

Large Monstrous Scorpion[edit]

Size/Type: Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 50 ft.
AC: 14 (-1 size, +5 natural)
Attacks: Claw 1d6+3, sting 1d6+1 and poison
Damage: 2 claws +5 melee, sting +0 melee
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Vermin
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +3, Spot +7
Feats:
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-15 HD (Large)

Poison (Ex): Injury type poison; DC 18; Initial and Secondary damage: 1d6 Str.

Large: 10 feet long, 5 feet wide*, 1 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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