Tiny Monstrous Scorpion

MapTool Token

NameTiny Monstrous Scorpion
Sorted NameMonstrous Scorpion, Tiny
FamilyMonstrous Scorpion
Size and TypeTiny Vermin
Hit Dice Count0
Hit Dice1/2 d8+2 (4 hp)
Random Hit Points0.5 * d8+2 - 0
Initiative+0
Speed20 ft. (4 squares)
Armor Class14 (+2 size, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple+0/-8
Attack

Claw +2 melee (1d2-4)

Full Attack

2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)

Space/Reach2-1/2 ft./0 ft.
Special AttacksConstrict 1d2-4, improved grab, poison
Special Qualities

Darkvision 60 ft., tremorsense 60 ft., vermin traits

SavesFort +4, Ref +0, Will +0
AbilitiesStr 3, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills

Climb +0, Hide +12, Spot +4

Bonus Feats

Weapon Finesse

EnvironmentWarm deserts
Challenge Rating1/4
Organization

Colony (8-16)

AlignmentAlways neutral
Advancement-
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Tiny monstrous scorpion; CR 1/4; Tiny vermin; HD 1/2 d8+2; hp 4; Init +0; Spd 20 ft. (4 squares); AC 14 (+2 size, +2 natural), touch 12, flat-footed 14; Base Atk +0; Grp -8; Atk +2 melee (1d2-4, claw); Full Atk +2 melee (1d2-4, 2 claws) and -3 melee (1d2-4 plus poison, sting); Space/Reach 2-1/2 ft./0 ft.; SA Constrict 1d2-4, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +0, Will +0; Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +0, Hide +12, Spot +4; Weapon Finesse

Monstrous Scorpion

Monstrous Scorpion, Tiny
Tiny Vermin
Hit Dice:
1/2 d8+2 (4 hp)
Initiative:
+0
Speed:
20 ft. (4 squares)
Armor Class:
14 (+2 size, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+0/-8
Attack:
Claw +2 melee (1d2-4)
Full Attack:
2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
Constrict 1d2-4, improved grab, poison
Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves:
Fort +4, Ref +0, Will +0
Abilities:
Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills:
Climb +0, Hide +12, Spot +4
Feats:
Weapon Finesse B
Environment:
Warm deserts
Organization:
Colony (8-16)
Challenge Rating:
1/4
Alignment:
Always neutral
Advancement:
-
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
Size
Fort DC
Damage
Tiny
12
1 Con
Huge
18
1d6 Con
Small
12
1d2 Con
Gargantuan
23
1d8 Con
Medium
13
1d3 Con
Colossal
33
1d10 Con
Large
14
1d4 Con

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

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +2 melee (1d2-4), or 2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)

feats: WEAPON FINESSE,