All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Scorpion, Greensting Scorpion

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

Source Bestiary 4 pg. 232, Ultimate Magic pg. 118
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

Ecology

Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none

Special Abilities

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.

Description

Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.

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.

Creatures in "Scorpion" Category

NameCR
Black Scorpion15
Cave Scorpion1
Deadfall Scorpion8
Ghost Scorpion1/2
Giant Emperor Scorpion11
Giant Scorpion3
Greensting Scorpion1/4