Fiendish Monstrous Scorpion, Gargantuan CR 12
Always NE Gargantuan Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages —
AC 24 (−4 size, +18 natural), touch 6, flat-footed 24
hp 20d8+60 (150 hp); DR 10/magic
Fort Ref Will
Speed 50 ft. (10 squares)
Space/Reach 20 ft./15 ft.
Base Atk +15; Grp +37
Melee claw ()
Full Atk 2 claws () and sting ( plus poison)
Attack Options Constrict 2d6+10, improved grab, poison, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 10 and fire 10, SR 25
Abilities Str 31, Dex 10, Con 16, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +14, Hide −8, Spot +4
Advancement 21–39 HD (Gargantuan)
Environment Any evil-aligned plane
Organization Solitary
Treasure 1/10 coins; 50% goods; 50% items
Summon Monster: Summon Monster IX
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +20 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
A fiendish variant of the base creature, as commonly summoned by summon monster ix.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IX.