Fiendish Monstrous Scorpion, Medium (3.5e Creature)

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Fiendish Monstrous Scorpion, Medium
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1) and sting –3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+1, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell resistance 7
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +4, Spot +4
Feats: Ability Focus (Poison)
Environment: Warm deserts in an evil-aligned plane
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3–4 HD (Medium)
Level Adjustment:
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Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage.

Size Fort DC Damage
Medium 15 1d3 Con

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

SEE WIKIPEDIA ENTRY: Scorpion



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