The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stinger tail arched over its back.
Environment: Warm deserts, warm forests, warm plains, warm underground, temperate deserts, temperate forests, temperate plains, temperate underground
Organization: 1
Proficiency Score: +4
Large; True Neutral; Vermin
Armor Class: 20 (+7 Natural, -1 Size, +4 Proficiency Score)
Hit Points: 99 (9d8+27)
Speed: Land 50 feet
Initiative: +0
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 10 (+0) | 16 (+3) | – | 10 (+0) | 2 (-4) |
Saves:
- Fortitude +7
- Reflex +0
- Will +0
Skills:
- Athletics +8
- Perception +4
- Stealth +4
Immunities:
- Effects with the psychic tags
Senses: Passive Perception: 14; Dark Vision 60 feet, Temor Sense 60 feet;
Languages: None
Poison (Sting). Any creature struck by a Giant Scorpion’s listed Strikes is exposed to its poison.
- Save: Fortitude DC 14
- Onset: Immediate
- Frequency: 1 round
- Duration: 6 rounds
- Counteract: 1
Stage 1. 1d8 poison damage and Sluggish 1.
Stage 2. 2d8 poison damage and Sluggish 2.
Stage 3. 4d8 poison damage and Sluggish 2.
Actions
Claw. Melee Strike +8/+4/+0 (agile, reach 10 feet, unarmed) with 2d6+4 bludgeoning damage plus the Grabbed condition (DC 14).
Constrict. As part of the same action to maintain the Grabbed condition, a Giant Scorpion can constrict and inflict 1d4+2 bludgeoning damage.
Sting. Melee Strike +8/+4/+0 (agile, reach 10 feet, unarmed) with 2d4+4 piercing damage plus Poison.