3e SRD:Monstrous Scorpion, Huge
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|This material is published under the OGL 1.0a.|
Huge Monstrous Scorpion
|Hit Dice:||16d8+32 (104 hp)|
|AC:||16 (-2 size, +8 natural)|
|Attacks:||Claw 1d8+5, sting 2d4+2 and poison|
|Damage:||2 claws +15 melee, sting +10 melee|
|Face/Reach:||10 ft. by 20 ft./10 ft.|
|Special Attacks:||Improved grab, squeeze, poison|
|Saves:||Fort +12, Ref +5, Will +5|
|Abilities:||Str 21, Dex 10, Con 14, Int —, Wis 10, Cha 2|
|Skills:||Climb +12, Hide +0, Spot +7|
|Climate/Terrain:||Temperate and warm land and underground|
|Organization:||Solitary or colony (2-5)|
|Treasure:||1/10 coins; 50% goods; 50% items|
|Advancement:||17-31 HD (Huge)|
Poison (Ex): Injury type poison; DC 26; Initial and Secondary damage: 1d8 Str.
Huge: 20 feet long, 10 feet wide*, 2 1/2 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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