SRD:Colossal Monstrous Scorpion

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Monstrous Scorpion, Colossal
Size/Type: Colossal Vermin
Hit Dice: 40d8+120 (300 hp)
Initiative: –1
Speed: 50 ft. (10 squares)
Armor Class: 26 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple: +30/+58
Attack: Claw +34 melee (2d8+12)
Full Attack: 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)
Space/Reach: 40 ft./30 ft.
Special Attacks: Constrict 2d8+12, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +25, Ref +12, Will +13
Abilities: Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2
Skills: Climb +16, Hide –12, Spot +4
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 41–60 HD (Colossal)
Level Adjustment:

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
Colossal 33 1d10 Con

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


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