Fiendish Monstrous Scorpion, Medium CR 1
Always NE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages —
AC 14 (+4 natural), touch 10, flat-footed 14
hp 2d8+4 (13 hp)
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 5 ft./5 ft.
Base Atk +1; Grp +2
Melee claw ()
Full Atk 2 claws () and sting ( plus poison)
Attack Options Constrict 1d4+1, improved grab, poison, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 7
Abilities Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +5, Hide +4, Spot +4
Advancement 3–4 HD (Medium)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure None
Summon Monster: Summon Monster II
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +2 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 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 ii.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.