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|This material is published under the OGL|
HUGE MONSTROUS SCORPIONEdit
|Monstrous Scorpion, Huge|
|Hit Dice:||10d8+30 (75 hp)|
|Speed:||50 ft. (10 squares)|
|Armor Class:||20 (–2 size, +12 natural),, touch 8, flat-footed 20|
|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|
|Organization:||Solitary or colony (2–5)|
|Treasure:||1/10 coins; 50% goods; 50% items|
|Advancement:||11–19 HD (Huge)|
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
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.
SEE WIKIPEDIA ENTRY: Scorpion