SRD:Huge Monstrous Scorpion

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Monstrous Scorpion, Huge
Size/Type: Huge Vermin
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (–2 size, +12 natural),, touch 8, flat-footed 20
Base Attack/Grapple: +7/+21
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
Environment: Warm deserts
Organization: Solitary or colony (2–5)
Challenge Rating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 11–19 HD (Huge)
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
Huge 18 1d6 Con

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


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