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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH MONSTROUS SCORPION

 

Fiendish Monstrous Scorpion, Tiny

Fiendish Monstrous Scorpion, Small

Fiendish Monstrous Scorpion, Medium

 

Tiny Magical Beast (Augmented Vermin, extraplanar)

Small Magical Beast (Augmented Vermin, extraplanar)

Medium Magical Beast (Augmented Vermin, extraplanar)

Hit Dice:

1/2 d8+2 (4 hp)

1d8+2 (6 hp)

2d8+4 (13 hp)

Initiative:

+0

+0

+0

Speed:

20 ft. (4 squares)

30 ft. (6 squares)

40 ft. (8 squares)

Armor Class:

14 (+2 size, +2 natural), touch 12, flat-footed 14

14 (+1 size, +3 natural), touch 11, flat-footed 14

14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+0/–8

+0/–4

+1/+2

Attack:

Claw +2 melee (1d2–4)

Claw +1 melee (1d3–1)

Claw +2 melee (1d4+1)

Full Attack:

2 claws +2 melee (1d2–4) and sting –3 melee (1d2–4 plus poison)

2 claws +1 melee (1d3–1) and sting –4 melee (1d3–1 plus poison)

2 claws +2 melee (1d4+1) and sting –3 melee (1d4 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Constrict 1d2–4, improved grab, poison, smite evil

Constrict 1d3–1, improved grab, poison, smite evil

Constrict 1d4+1, improved grab, poison, smite evil

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, spell resistance 5

Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, spell resistance 6

Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, spell resistance 7

Saves:

Fort +4, Ref +0, Will +0

Fort +4, Ref +0, Will +0

Fort +5, Ref +0, Will +0

Abilities:

Str 3, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Skills:

Climb +0, Hide +12, Spot +4

Climb +3, Hide +8, Spot +4

Climb +5, Hide +4, Spot +4

Feats:

Weapon FinesseB

Weapon FinesseB

Environment:

Any Evil-aligned plane.

Any Evil-aligned plane.

Any Evil-aligned plane.

Organization:

Colony (8–16)

Colony (2–5) or swarm (6–11)

Solitary or colony (2–5)

Challenge Rating:

1/4

1/2

1

Alignment:

Always neutral

Always neutral

Always neutral

Advancement:

3–4 HD (Medium)

Level Adjustment:

+2

+2

+2


 

Fiendish Monstrous Scorpion, Large

Fiendish Monstrous Scorpion, Huge

 

Large Magical Beast (Augmented Vermin, extraplanar)

Huge Magical Beast (Augmented Vermin, extraplanar)

Hit Dice:

5d8+10 (32 hp)

10d8+30 (75 hp)

Initiative:

+0

+0

Speed:

50 ft. (10 squares)

50 ft. (10 squares)

Armor Class:

16 (–1 size, +7 natural), touch 9, flat-footed 16

20 (–2 size, +12 natural), touch 8, flat-footed 20

Base Attack/Grapple:

+3/+11

+7/+21

Attack:

Claw +6 melee (1d6+4)

Claw +11 melee (1d8+6)

Full Attack:

2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)

2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)

Space/Reach:

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Constrict 1d6+4, improved grab, poison, smite evil

Constrict 1d8+6, improved grab, poison, smite evil

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits, damage resistance 5/magic, resistance to cold 5 and fire 5, spell resistance 10

Darkvision 60 ft., tremorsense 60 ft., vermin traits, damage resistance 5/magic, resistance to acid 10 cold 10 and electricity 10, spell resistance 15

Saves:

Fort +6, Ref +1, Will +1

Fort +10, Ref +3, Will +3

Abilities:

Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2

Skills:

Climb +8, Hide +0, Spot +4

Climb +10, Hide –4, Spot +4

Feats:

Environment:

Any Evil-aligned plane

Any Evil-aligned plane

Organization:

Solitary or colony (2–5)

Solitary or colony (2–5)

Challenge Rating:

4

9

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

6–9 HD (Large)

11–19 HD (Huge)

Level Adjustment:

+2

+2


 

Fiendish Monstrous Scorpion, Gargantuan

Fiendish Monstrous Scorpion, Colossal

 

Gargantuan Magical Beast (Augmented Vermin, extraplanar)

Colossal Magical Beast (Augmented Vermin, extraplanar)

Hit Dice:

20d8+60 (150 hp)

40d8+120 (300 hp)

Initiative:

+0

–1

Speed:

50 ft. (10 squares)

50 ft. (10 squares)

Armor Class:

24 (–4 size, +18 natural), touch 6, flat-footed 24

26 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26

Base Attack/Grapple:

+15/+37

+30/+58

Attack:

Claw +21 melee (2d6+10)

Claw +34 melee (2d8+12)

Full Attack:

2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)

2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)

Space/Reach:

20 ft./15 ft.

40 ft./30 ft.

Special Attacks:

Constrict 2d6+10, improved grab, poison, smite evil

Constrict 2d8+12, improved grab, poison, smite evil

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits, damage resistance 10/magic, resistance to acid 10 cold 10 and electricity 10, spell resistance 25

Darkvision 60 ft., tremorsense 60 ft., vermin traits, damage resistance 10/magic, resistance to acid 10 cold 10 and electricity 10, spell resistance 25

Saves:

Fort +15, Ref +6, Will +6

Fort +25, Ref +12, Will +13

Abilities:

Str 31, Dex 10, Con 16, Int 3, Wis 10, Cha 2

Str 35, Dex 8, Con 16, Int 3, Wis 10, Cha 2

Skills:

Climb +14, Hide –8, Spot +4

Climb +16, Hide –12, Spot +4

Feats:

Environment:

Any Evil-aligned plane

Any Evil-aligned plane

Organization:

Solitary

Solitary

Challenge Rating:

12

14

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

21–39 HD (Gargantuan)

41–60 HD (Colossal)

Level Adjustment:

+2

+2

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

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 Constitution- based. The indicated damage is initial and secondary damage.

Size

Fort DC

Damage

Size

Fort DC

Damage

Tiny

12

1 Con

Huge

18

1d6 Con

Small

12

1d2 Con

Gargantuan

23

1d8 Con

Medium

13

1d3 Con

Colossal

33

1d10 Con

Large

14

1d4 Con

 

 

 

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

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

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