SRD:Huge Monstrous Scorpion
This material is published under the OGL 1.0a. |
HUGE MONSTROUS SCORPION
Monstrous Scorpion, Huge | |
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Size/Type: | Huge Vermin |
Hit Dice: | 10d8+30 (75 hp) |
Initiative: | +0 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 20 (–2 size, +12 natural),, touch 8, flat-footed 20 |
Base Attack/Grapple: | +7/+21 |
Attack: | Claw +11 melee (1d8+6) |
Full Attack: | 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Constrict 1d8+6, improved grab, poison |
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits |
Saves: | Fort +10, Ref +3, Will +3 |
Abilities: | Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2 |
Skills: | Climb +10, Hide –4, Spot +4 |
Feats: | — |
Environment: | Warm deserts |
Organization: | Solitary or colony (2–5) |
Challenge Rating: | 7 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Always neutral |
Advancement: | 11–19 HD (Huge) |
Level Adjustment: | — |
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
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 Constitution- based. The indicated damage is initial and secondary damage.
Size | Fort DC | Damage |
---|---|---|
Huge | 18 | 1d6 Con |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
SEE WIKIPEDIA ENTRY: Scorpion
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