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Scorpion, Giant

CR 3.00 Vermin N Large HD 5
The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back.

Giant scorpions are monstrous versions of the more common desert scorpion. They are likely to attack any creature that approaches. 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 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. Giant scorpions weigh between 2,000 and 6,000 pounds.

Giant scorpions normally feed on other giant vermin, 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 purple worms and other large predators.

Giant scorpions engage in complex courtship rituals when they mate, grasping each other's pincers, arching their tails, and performing a circular “dance.” Soon after mating, the male usually retreats to avoid being cannibalized by the female.

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.

Other species of scorpions exist as well, some smaller but most quite a bit larger and favoring different terrains, such as forests, plains, or even underground. You can adjust the stats for the giant scorpion by changing Hit Dice and size (adjusting Strength, Dexterity, and Constitution as appropriate) to represent a wide range of species. The following table lists the most common variants.

SpeciesCRSizeHD
Greensting scorpion1/4Tiny1d8
Ghost scorpion1/2Small2d8
Cave scorpion1Medium3d8
Deadfall scorpion8Huge10d8
Giant emperor scorpion11Gargantuan16d8
Black scorpion15Colossal22d8
HP
37 (5d8+15)
AC
16, touch 9, flat-footed 16 (+7 armor, -1 size)
Init
+0
Speed
50 ft.
Fort
+7
Ref
+1
Will
+1
BAB
+3
CMB
+8 (+12 grapple)
CMD
18 (30 vs. trip)
Melee
2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)
Space
10 ft.
Reach
10 ft.
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth
str
19
+4
dex
10
+0
con
16
+3
int
-
wis
10
+0
cha
2
-4

constrict (1d6+4)

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 (1d6+4) 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.

Climb +8, Perception +4, Stealth +0

Details
Type
Vermin
Alignment
N
Size
Large
Environment
warm or temperate deserts, forests, plains, or underground
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., tremorsense 60 ft.; Perception +4
Source
Bestiary
Source

Bestiary

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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