Mutated ScorpionCreature 5
Source Pathfinder Society Scenario #4-04: To Seek the Heart of Calamity
Perception +12 (darkvision, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +14, Stealth +10
Str +4, Dex +3, Con +4, Int -5, Wis +2, Cha -4
AC 22; Fort +15; Reflex +12; Will +10;
HP 75
Speed 40 feet
Pincer +14 (+10, +6) to hit (agile, reach 10) 1d8+9 Slashing
Stinger +14 (+9, +4) to hit (reach 10) 1d6+9 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) 60 feetTremorsense 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.
Attack of OpportunityStinger only
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Constrict1d6+7 bludgeoning damage, DC 22 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Giant Scorpion Venom (poison)Saving Throw DC 20 basic fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and Enfeebled 1 (1 round)
Stage 2 4d6 poison damage and enfeebled 1 (1 round)
Stage 3 4d6 poison damage and Enfeebled 2 (1 round)
GrabRequirements 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.
These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.
Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.