Black Scorpion
CR 15, N Colossal Vermin
Senses: Perception 4, Darkvision 60, Tremorsense 60A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Speed: 60 ft. Skills: Athletics 17, Stealth -12
Languages: None
Ability Scores: Str 36 (+30), Dex 10 (+7), Con 20 (+22), Int --, Wis 10 (+7), Cha 2 (+3)
INIT: +0 CP: +18 HP: 228 (24d8+120) SA: -- DC: 28
AC: 30 Touch: 2 Flat-footed: 30 [+28 Natural, -8 Size]
SR: -- Vulnerable: Fire 3, Cold 3 Resistant: Bludgeoning 5 Bypass: --
Immunity: Psychic, Sonic Effect Immunity: Mental Effects
Attacks
- Melee (Natural) - 2 x claws +23 (2d8+13 plus grab). Reach: 30 ft. Constrict - Each time the Black Scorpion successfully hits an opponent, it can make a grapple check as a free action to see if it holds its opponent. If successful, the creature is grappled. On any successful grapple check (including this initial one) the target automatically takes bludgeoning damage equal to the damage typically dealt by this attack.
- Melee (Natural) - 1 x sting +23 (2d6+13 plus poison). Reach: 30 ft. Poison - Black Scorpion Poison: 1d4 Str, Dex, and Con each round until saved or 6 rounds (DC 27)
Swift Attack (Bonus)(ex) - This creature can make one additional attack at a bonus action.
Environment: warm desert
Organization: None
Treasure: none
This towering scorpion's carapace is as black as coal, and its claws are each as long as a man's body.