Fiendish Monstrous Scorpion, Small CR 1/2
Always NE Small Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages —
AC 14 (+1 size, +3 natural), touch 11, flat-footed 14
hp 1d8+2 (6 hp)
Fort Ref Will
Speed 30 ft. (6 squares)
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −4
Melee claw ()
Full Atk 2 claws () and sting ( plus poison)
Attack Options Constrict 1d3−1, improved grab, poison, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6
Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Feats Weapon FinesseB
Skills Climb +3, Hide +8, Spot +4
Advancement —
Environment Any evil-aligned plane
Organization Colony (2–5) or swarm (6–11)
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Constrict (Ex): Automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack.
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d2 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 i.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.