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    Scorpion, Greensting

    Though its pincers seem too small to harm anything larger than an insect, this scorpion's stinger still appears dangerous.

    Greensting Scorpion CR 1/4

    XP 100
    N Tiny vermin
    Init +3; Senses darkvision 60 ft.; Perception +4

    DEFENSE

    AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
    hp 4 (1d8)
    Fort +2, Ref +3, Will +0
    Immune mind-affecting effects

    OFFENSE

    Speed 30 ft.
    Melee sting +5 (1d2–4 plus poison)
    Space 2-1/2 ft.; Reach 0 ft.
    Special Attacks poison

    STATISTICS

    Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
    Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
    Feats Weapon FinesseB
    Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

    SPECIAL ABILITIES

    Familiar

    A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

    Poison (Ex)

    Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.