Scorpion Mount (3.5e Creature)

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Scorpion Mount, Large
Size/Type: Large Vermin
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +5 natural),, touch 9, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee (1d4+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+4, improved grab, poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will +1 Use the Palidins saves if they are higher (they probably will be)
Abilities: Str 19, Dex 10, Con 14, Int 6, Wis 10, Cha 2
Skills: Climb +6, Hide +0, Spot +2
Feats:
Environment: Warm deserts
Organization: Solitary or colony (2–5)
Challenge Rating: 2
Treasure: None
Alignment: Any
Advancement: 6–9 HD (Large)
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
Large 14 1d4 Con

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

Note

This is a modified version of the creature to reduce its CR to 2, making it fair to use in place of a heavy warhorse (for a medium Paladin).

SEE WIKIPEDIA ENTRY: pion Scorpion



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