Giant Scorpion
CR 3, N Large 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: 50 ft. Skills: None
Languages: None
Ability Scores: Str 19 (+9), Dex 10 (+1), Con 16 (+8), Int --, Wis 10 (+1), Cha 2 (-3)
INIT: +0 CP: +3 HP: 37 (5d8+15) SA: -- DC: 16
AC: 16 Touch: 9 Flat-footed: 16 [+7 Armor, -1 Size]
SR: -- Vulnerable: Fire 3, Cold 3 Resistant: Bludgeoning 5 Bypass: --
Immunity: Psychic, Sonic Effect Immunity: Mental Effects
Attacks
- Melee (Natural) - 2 x claws +6 (1d6+4 plus grab). Reach: 10 ft. Grab - Each time this attack is successful, the Giant Scorpion can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity
- Melee (Natural) - 1 x sting +6 (1d6+4 plus poison). Reach: 10 ft. Poison - Large Scorpion Poison: 1d6 / 2 STR per round until saved (DC 25)
Environment: warm or temperate deserts, forests, plains, or underground
Organization: None
Treasure: none
The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back.