Fiendish Monstrous Scorpion

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Fiendish Monstrous Scorpion, Small
Size/Type Small magical beast (Extraplanar)
Hit Dice 1d8+2 (6 hp)
Initiative +0
Speed 30 ft. (6 squares)
Armor Class 14 (+1 size, +3 natural),, touch 11, flat-footed 14
Base Attack/Grapple +0/–4
Attack Claw +1 melee (1d3–1)
Full Attack 2 claws +1 melee (1d3–1) and sting –4 melee (1d3–1 plus poison)
Space/Reach 5 ft./5 ft.
Special Attacks Constrict 1d3–1, improved grab, poison, Smite Good 1/day
Special Qualities Darkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell Resistance 6
Saves Fort +4, Ref +0, Will +0
Abilities Strength 9, Dexterity 10, Constitution 14, Intelligence 3, Wisdom 10, Charisma 2
Skills Climb +3, Hide +8, Spot +4
Feats Weapon FinesseB
Environment Warm deserts in an evil-aligned plane
Organization Colony (2–5) or swarm (6–11)
Challenge Rating 1/2
Treasure None
Alignment Always evil (any)
Level Adjustment

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
Small 12 1d2 Constitution

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


* This monster is a Small Monstrous Scorpion with the Fiendish Creature template added to it.

* This monster can be summoned using the spell Summon Monster I.


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