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Scorpion, Black

CR 15.00 Vermin N Colossal HD 24
This towering scorpion's carapace is as black as coal, and its claws are each as long as a man's body.

The immense black scorpion is one of the largest desert predators. Capable of stinging with blinding speed, this creature is constantly on the hunt.

HP
228 (24d8+120)
AC
30, touch 2, flat-footed 30 (+28 natural, -8 size)
Init
+0
Speed
60 ft.
Fort
+19
Ref
+8
Will
+8
BAB
+18
CMB
+39 (+43 grapple)
CMD
49 (61 vs. trip)
Melee
2 claws +23 (2d8+13 plus grab), sting +23 (2d6+13 plus poison)
Space
30 ft.
Reach
30 ft.
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth
str
36
+13
dex
10
+0
con
20
+5
int
-
wis
10
+0
cha
2
-4

constrict (2d8+19)

Rapid Stinging — A black scorpion's stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.

Universal Monster Rules

Grab
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (2d8+19) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Rapid Stinging from text
A black scorpion's stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.

Climb +17, Perception +4, Stealth -12

Details
Type
Vermin
Alignment
N
Size
Colossal
Environment
warm deserts
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., tremorsense 60 ft.; Perception +4
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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