A comparatively giant scorpion with a pair of powerful claws and tail.
Scorpion (CR 1)
XP 400
N Medium Vermin
Init +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 16 [27] (3d8+3)
Fort +4, Ref +1, Will +1
Immune mind-affecting effects, poison
Resist earth 5
OFFENSE
Speed 60 ft., Climb 40 ft.
Melee 2 Claws +2 (1d4), Sting +2 (1d4 plus poison)
Special Attacks Rend (2 claws, 2d4)
STATISTICS
Str 11, Dex 10, Con 13, Int -, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 12 (24 vs trip)
Skills Climb +8, Perception +4, Stealth +4 (+12 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)
SPECIAL ABILITIES
Needles (Ex)
Once every 1d4 rounds as a standard action, a scorpion can shoot out needles from it’s stinger. If the range attack succeeds (+2), the needles reach up to 30 feet and do 1d4 piercing damage plus their poison.
Poison (Ex)
Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1 save.
Description
A deadly giant scorpion that lives in the desert areas, with a pair of powerful claws and venomous tail. To conceal itself from birds of prey, its natural enemy, it prefers to hide in the shadow of rocks, waiting for a chance to strike. Paralyzing its target with poison, it swoops in for the kill after its prey has been weakened. For desert travelers already weakened by heat and dehydration, the scorpion’s sting can often be lethal. An ample supply of antidotes is recommended.