Witch's Familiar (greensting scorpion); CR: 1/4; XP: 100; Align: N; Tiny vermin
Init: +3; Senses: Perception
DEFENSE: AC: 19; TAC: 15; FFAC: 15; HD: 1d8; HP: 4; Saves: For: +1, Ref: +2, Will: +2; Immune mind-affecting effects
OFFENSE: Speed: 30 ft; Melee: sting +3 (1d2-4 plus poison); Ranged: ; Space: 2-1/2 ft.; Reach: 0 ft.; Special Attacks: poison; Spell-Like Abilities: ;
Statistics: Str: 3; Dex: 16; Con: 10; Int: 6; Wis: 10; Cha: 2 ; BAB: +0; CMB: +1; CMD: 7 (19 vs. trip)
Feats: Alertness, Improved Evasion
Bonus Tricks:
Skills: Acrobatics (D)(c), Craft ( ) (I), Climb (S)(c) +7, Fly (D), Heal (W), Intimidate (Ch), Knowledge (arcana) (I*), Knowledge (History) (I*), Knowledge (Nature) (I*), Knowledge (Planes) (I*), Perception (W)(c)+4, Profession ( ) (W*), Spellcraft (I*), Stealth (D)(c) +15, Swim (S)(c), Use Magic Device (Ch*) 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.
Special Qualities: share spells, empathic link
Environment: warm or temperate forests
Organization: solitary, pair, or colony (3-6)
Treasure: none