Fiendish Monstrous Scorpion, Huge (3.5e Creature)
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|Fiendish Monstrous Scorpion, Huge|
|Size/Type:||Huge Magical Beast (Extraplanar)|
|Hit Dice:||10d8+30 (75 hp)|
|Speed:||50 ft. (10 squares)|
|Armor Class:||21 (–2 size, +13 natural), touch 8, flat-footed 21|
|Attack:||Claw +11 melee (2d6+6)|
|Full Attack:||2 claws +11 melee (2d6+6) and sting +9 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., Resistance to cold and fire 10, Spell Resistance 15, Damage Reduction 5/magic|
|Saves:||Fort +10, Ref +3, Will +3|
|Abilities:||Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2|
|Skills:||Climb +10, Hide –4, Spot +4|
|Feats:||Ability Focus (Poison), Multiattack, Improved Natural Attack (Claws), Improved Natural Armor|
|Environment:||Warm deserts in an evil-aligned plane|
|Organization:||Solitary or colony (2–5)|
|Treasure:||1/10 coins; 50% goods; 50% items|
|Alignment:||Always evil (any)|
|Advancement:||11–19 HD (Huge)|
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Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
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 Consitution- based. The indicated damage is initial and secondary damage.
SEE WIKIPEDIA ENTRY: Scorpion