3e SRD:Monstrous Scorpion, Colossal

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Colossal Monstrous Scorpion[edit]

Size/Type: Colossal Vermin
Hit Dice: 64d8+128 (416 hp)
Initiative: +0
Speed: 50 ft.
AC: 20 (-8 size, +18 natural)
Attacks: Claw 2d8+9, sting 2d8+4 and poison
Damage: 2 claws +49 melee, sting +44 melee
Face/Reach: 40 ft. by 80 ft./15 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Vermin
Saves: Fort +36, Ref +21, Will +21
Abilities: Str 29, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +16, Hide -8, Spot +7
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral

Poison (Ex): Injury type poison; DC 54; Initial and Secondary damage: 2d8 Str.

Colossal: 80 feet long, 40 feet wide*, 10 feet high.

*The number includes the scorpion’s body and its legs; the actual body width is about a third of the total.
**The number indicates the height of the creature’s body; the creature’s stinger usually is held about as high off the ground as the creature is wide.

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

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

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