Library / Bestiary

Scorpion, Greensting

CR 1/4 Vermin N Tiny
Though its pincers seem too small to harm anything larger than an insect, this scorpion's stinger still appears dangerous.

Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

STR
3
DEX
16
CON
10
INT
-
WIS
10
CHA
2
HP
4 (1d8)
AC
18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
Speed
30 ft.
Init
+3
Melee
sting +5 (1d2–4 plus poison)
Space
2-1/2 ft.
Reach
0 ft.
BAB
+0
CMB
+1
CMD
7 (19 vs. trip)
Fort
+2
Ref
+3
Will
+0
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth

Poison — Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Climb +7, Perception +4, Stealth +15

Details
Type
Vermin
Alignment
N
Size
Tiny
Environment
warm or temperate forests
Organization
solitary, pair, or colony (3–6)
Treasure
none
Senses
darkvision 60 ft.; Perception +4
Source
Bestiary 4
Source

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.

Sources Used in This Record
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