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Magma ScorpionCreature 8


NLargeElementalFire
Source Pathfinder Bestiary 2
Perception +18 (darkvision, smoke vision)
Languages none
Skills Athletics +18
Str +6, Dex +3, Con +5, Int -4, Wis +4, Cha +0

AC 28; Fort +19; Reflex +14; Will +16;
HP 155
Speed 40 feet (climb 30 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 10

Pincer One Action +20 (+16, +12) to hit (agile, reach 10) 2d6+9 Bludgeoning
Tail Sting One Action +20 (+15, +10) to hit (reach 10) 1d10+9 Piercing
Magma Spit One Action +17 (+12, +7) to hit (fire, range increment 40) 1d6+9 Fire

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.

Smoke Vision

The magma scorpion ignores the Concealed condition from smoke.

Magma Scorpion Venom (fire, injury, poison)

Saving Throw DC 26 fortitude

Maximum Duration 6 rounds

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

Stage 2 3d6 fire damage and Enfeebled 2

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.


Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces constantly emitting vision-warping waves of heat.


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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.