Fiendish Monstrous Scorpion, Huge CR 9
Always NE Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages —
AC 20 (−2 size, +12 natural), touch 8, flat-footed 20
hp 10d8+30 (75 hp); DR 5/magic
Fort Ref Will
Speed 50 ft. (10 squares)
Space/Reach 15 ft./10 ft.
Base Atk +7; Grp +21
Melee claw ()
Full Atk 2 claws () and sting ( plus poison)
Attack Options Constrict 1d8+6, improved grab, poison, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 10 and fire 10, SR 15
Abilities Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +10, Hide −4, Spot +4
Advancement 11–19 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure 1/10 coins; 50% goods; 50% items
Summon Monster: Summon Monster VII
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +10 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 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 vii.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VII.