Old World» Scorpions

In the great wastes west of the civilized lands may be found scorpions of terrifying size; when hungry, these monsters fearlessly attack humanoids or domesticated animals. Fiendish versions of these creatures dwell in the Lower Realms, whence they may be summoned by any spellcaster capable of casting a summon monster spell.

Scorpions

Giant scorpions normally feed on other giant arthropods, as well as large mammals that they paralyze with their venom, but they will attack and eat any living creature that ventures too close. In turn, giant scorpions are preyed upon by predators larger than themselves (although, for the largest of giant scorpions, this describes very few creatures).

Female scorpions do not lay eggs; they give birth to live young in broods of a dozen or so. The mother carries her brood on her back until the young are old enough to fend for themselves and hunt their own prey.

Giant scorpions live in underground burrows, either as solitary hunters or in small colonies, and will sometimes take up residence in man-made ruins or dungeons if food is plentiful. Giant scorpion colonies are usually made up of scorpions from the same brood that have yet to strike out on their own.

Combat

Giant scorpions usually charge when attacking, grabbing prey in their pincers, then lashing their segmented tails forward to kill their victim with injected venom.

Giant scorpions

Ecology

Environment any land

Organization solitary or with 1d6+8 scorplings

Special Abilities

Constrict (Ex)

A giant scorpion can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the scorpion’s entry (it’s equal to the damage done by the scorpion’s claw attack).

Grab (Ex)

If a giant scorpion hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The scorpion can only grab targets of a size equal to or smaller than itself.

A giant scorpion receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Alien Mind (Ex)

Giant scorpions get a +8 bonus to saving throws against mind-affecting effects, as their perceptions and mentalities are so different from those of humanoids as to be nearly unfathomable.

Skills

Giant scorpions have the following racial skill bonuses: +4 Climb, +4 Perception, +4 Stealth. Giant scorpions use their Dexterity modifier for Climb checks.

Giant scorpions (fiendish)

Ecology

Environment infernal or abyssal realms

Ghost scorpion

The carapace of this robust-looking scorpion is dull brown and slightly translucent.

Ghost scorpions are about two and a half feet long from head to base of tail; the tail adds another two feet. They typically weigh from 15 to 30 pounds.

Ghost scorpion

Small animal

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +4

Defense

AC 15, touch 12, flat-footed 14 (+1 size, +3 natural, +1 Dodge)

hp 13 (2d8+4)

Fort +5, Ref +0, Will +0 (+8 vs. mind-affecting)

Offense

Speed 30 ft.

Melee 2 claws +2 (1d3−1 plus grab), sting +2 (1d3−1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks constrict 1d3−1

Statistics

Str 9, Dex 10, Con 14, Int 1, Wis 10, Cha 2

Base Atk +1; CMB −2 (+2 grapple); CMD 9 (21 vs. trip)

Feats Dodge, Weapon FinesseB

Skills Climb +8, Perception +4, Stealth +12

Morale craven (−2)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 13
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Ghost scorpion (fiendish)

Fiendish ghost scorpions can be summoned with the summon monster I spell.

Ghost scorpion (fiendish)

Small animal (evil, extraplanar)

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +4

Defense

AC 15, touch 12, flat-footed 14 (+1 size, +3 natural, +1 Dodge)

hp 13 (2d8+4)

Fort +5, Ref +0, Will +0 (+8 vs. mind-affecting)

SR 7

Resist cold 5, fire 5

Offense

Speed 30 ft.

Melee 2 claws +2 (1d3−1 plus grab), sting +2 (1d3−1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks constrict 1d3−1, smite good

Statistics

Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Base Atk +1; CMB −2 (+2 grapple); CMD 9 (21 vs. trip)

Feats Dodge, Weapon FinesseB

Skills Climb +8, Perception +4, Stealth +12

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 13
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish ghost scorpion can add +2 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Cave scorpion

This dark-reddish-colored scorpion is as big as a large dog.

Cave scorpions are over 4 feet long from head to base of tail; the tail adds another 4 feet when extended. Cave scorpions weigh anywhere from 100 to 200 pounds.

Cave scorpion

Medium animal

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 15, touch 11, flat-footed 14 (+4 natural, +1 Dodge)

hp 19 (3d8+6)

Fort +5, Ref +1, Will +1 (+9 vs. mind-affecting)

Offense

Speed 40 ft.

Melee 2 claws +3 (1d4+1 plus grab), sting +3 (1d4+1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks constrict 1d4+1

Statistics

Str 13, Dex 10, Con 14, Int 1, Wis 10, Cha 2

Base Atk +2; CMB +3 (+7 grapple); CMD 13 (25 vs. trip)

Feats Dodge, Skill Focus (Perception)

Skills Climb +8, Perception +7, Stealth +8

Morale craven (−2)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 13
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Cave scorpion (fiendish)

Fiendish cave scorpions can be summoned with the summon monster II spell.

Cave scorpion (fiendish)

Medium animal (evil, extraplanar)

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 15, touch 11, flat-footed 14 (+4 natural, +1 Dodge)

hp 19 (3d8+6)

Fort +5, Ref +1, Will +1 (+9 vs. mind-affecting)

SR 8

Resist cold 5, fire 5

Offense

Speed 40 ft.

Melee 2 claws +3 (1d4+1 plus grab), sting +3 (1d4+1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks constrict 1d4+1, smite good

Statistics

Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Base Atk +2; CMB +3 (+7 grapple); CMD 13 (25 vs. trip)

Feats Dodge, Skill Focus (Perception)

Skills Climb +8, Perception +7, Stealth +8

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 13
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish cave scorpion can add +3 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Emperor scorpion

This massive scorpion is the size of a draft horse, with a shiny, jet-black carapace.

Emperor scorpions are just over 8 feet long from head to the base of the tail; the tail adds an additional 8 feet or so, although it is usually curled up over the scorpion’s back. Emperor scorpions weigh between 800 and 1,600 pounds.

Emperor scorpion

Large animal

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 17, touch 10, flat-footed 16 (−1 size, +7 natural, +1 Dodge)

hp 37 (5d8+15)

Fort +6, Ref +3, Will +1 (+9 vs. mind-affecting)

Offense

Speed 50 ft.

Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks constrict 1d6+4

Statistics

Str 19, Dex 10, Con 14, Int 1, Wis 10, Cha 2

Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)

Feats Dodge, Lightning Reflexes, Skill Focus (Perception)

Skills Climb +9, Perception +7, Stealth +5

Morale mercenary (+0)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 14
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Emperor scorpion (fiendish)

Fiendish emperor scorpions can be summoned with the summon monster IV spell.

Emperor scorpion (fiendish)

Large animal (evil, extraplanar)

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 17, touch 10, flat-footed 16 (−1 size, +7 natural, +1 Dodge)

hp 37 (5d8+15)

DR 5/good

Fort +6, Ref +3, Will +1 (+9 vs. mind-affecting)

SR 10

Resist cold 10, fire 10

Offense

Speed 50 ft.

Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks constrict 1d6+4, smite good

Statistics

Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2

Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)

Feats Dodge, Lightning Reflexes, Skill Focus (Perception)

Skills Climb +9, Perception +7, Stealth +5

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 14
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish emperor scorpion can add +5 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Deadfall scorpion

This tremendous scorpion is bigger than an elephant, with a brownish body and golden-brown legs.

Deadfall scorpions are nearly 15 feet long from head to the base of the tail, with the tail adding another 15 feet if extended. Deadfall scorpions weigh between 5,000 and 10,000 pounds.

Deadfall scorpion

Huge animal

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 21, touch 11, flat-footed 20 (−2 size, +12 natural, +1 Dodge)

hp 94 (9d8+54)

Fort +9, Ref +5, Will +3 (+11 vs. mind-affecting)

Offense

Speed 50 ft.

Melee 2 claws +11 (1d8+6 plus grab), sting +11 (1d8+6 plus poison)

Space 15 ft.; Reach 10 ft.

Special Attacks constrict 1d8+6

Statistics

Str 23, Dex 10, Con 16, Int 1, Wis 10, Cha 2

Base Atk +6; CMB +14 (+22 grapple); CMD 24 (36 vs. trip)

Feats Dodge, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (claw), Weapon Focus (sting)

Skills Climb +13, Perception +7, Stealth +5

Morale mercenary (+0)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 17
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Deadfall scorpion (fiendish)

Fiendish deadfall scorpions can be summoned with the summon monster VI spell.

Deadfall scorpion (fiendish)

Huge animal (evil, extraplanar)

Init +0; Senses darkvision, tremorsense 60 ft.; Perception +7

Defense

AC 21, touch 11, flat-footed 20 (−2 size, +12 natural, +1 Dodge)

hp 94 (9d8+54)

DR 5/good

Fort +9, Ref +5, Will +3 (+11 vs. mind-affecting)

SR 14

Resist 10 cold, 10 fire

Offense

Speed 50 ft.

Melee 2 claws +11 (1d8+6 plus grab), sting +11 (1d8+6 plus poison)

Space 15 ft.; Reach 10 ft.

Special Attacks constrict 1d8+6, smite good

Statistics

Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2

Base Atk +6; CMB +14 (+22 grapple); CMD 24 (36 vs. trip)

Feats Dodge, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (claw), Weapon Focus (sting)

Skills Climb +13, Perception +7, Stealth +5

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Special Abilities

Poison (Ex)

Sting—injury
save Fort DC 17
frequency 1/round for 6 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish deadfall scorpion can add +9 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.