Fiendish Monstrous Scorpion, Large (3.5e Creature)

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Fiendish Monstrous Scorpion, Large
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +7 natural),, touch 9, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and sting +4 melee (1d6+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+4, improved grab, poison
Special Qualities: tremorsense 60 ft., Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 10, Damage Reduction 5/magic
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +8, Hide +0, Spot +4
Feats: Ability Focus (Poison), Multiattack
Environment: Warm deserts in an evil-aligned plane
Organization: Solitary or colony (2–5)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always evil (any)
Advancement: 6–9 HD (Large)
Level Adjustment:
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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
Large 16 1d4 Con

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

SEE WIKIPEDIA ENTRY: Scorpion



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