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Cave ScorpionCreature 1


NMediumAnimal
Source Pathfinder Bestiary 2
Perception +7 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +7, Stealth +7
Str +2, Dex +4, Con +3, Int -5, Wis +2, Cha -4

AC 16; Fort +6; Reflex +9; Will +5;
HP 20
Speed 30 feet (climb 15 feet)

Pincer One Action +9 (+5, +1) to hit (agile, finesse) 1d8+2 Slashing
Stinger One Action +9 (+4, -1) to hit (finesse) 1d6+2 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Cave Scorpion Venom (poison)

Saving Throw DC 17 fortitude


Maximum Duration 6 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage and Enfeebled 1 (1 round)

Stage 3 1d8 poison damage and Enfeebled 2 (1 round).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.


Scorpions are frightening enough at their normal diminutive size, but when they grow to reach or surpass the size of a human, they become absolutely terrifying.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.