Library / Bestiary
Scorpion, Ghost
CR
1/2
Vermin
N
Small
HD 2
This outsized scorpion has a translucent shell, allowing one to see through to the creature's internal organs.
Description
So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion's body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.
Combat Stats
HP
13 (2d8+4)
AC
12, touch 11, flat-footed 12 (+1 natural, +1 size)
Init
+0
Speed
30 ft.
Fort
+5
Ref
+0
Will
+0
BAB
+1
CMB
+0
CMD
10 (22 vs. trip)
- Melee
- 2 claws +2 (1d3), sting +2 (1d3 plus poison)
- Racial Modifiers
- +4 Perception, +4 Stealth
Ability Scores
str
10
+0
dex
11
+0
con
14
+2
int
-
wis
10
+0
cha
2
-4
Special Attacks
Special Abilities
Universal Monster Rules
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.
Pounce
Ex
from Universal Monster Rule
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Skills
Perception +4, Stealth +8
Details
- Type
- Vermin
- Alignment
- N
- Size
- Small
- Environment
- warm deserts or underground
- Organization
- solitary, pair, nest (3-6)
- Treasure
- none
- Senses
- darkvision 60 ft., tremorsense 60 ft.; Perception +4
- Source
- Bestiary 3
Tags
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.