Fiendish Monstrous Scorpion, Large CR 4
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages —
AC 16 (−1 size, +7 natural), touch 9, flat-footed 16
hp 5d8+10 (32 hp); DR 5/magic
Fort Ref Will
Speed 50 ft. (10 squares)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +11
Melee claw ()
Full Atk 2 claws () and sting ( plus poison)
Attack Options Constrict 1d6+4, improved grab, poison, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 10
Abilities Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +8, Hide +0, Spot +4
Advancement 6–9 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure 1/10 coins; 50% goods; 50% items
Summon Monster: Summon Monster V
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +5 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 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 v.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster V.