Scorpion, Greensting
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.
- 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.
<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
- 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
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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