Scorpion, Greensting ScorpionThough its pincers seem too small to harm anything larger than an insect, this scorpion’s stinger still appears dangerous.Greensting Scorpion CR 1/4Source Bestiary 4 pg. 232, Ultimate Magic pg. 118 XP 100 N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4DefenseAC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 4 (1d8) Fort +2, Ref +3, Will +0 Immune mind-affecting effectsOffenseSpeed 30 ft. Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft., Reach 0 ft. Special Attacks poisonStatisticsStr 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 StealthEcologyEnvironment warm or temperate forests Organization solitary, pair, or colony (3–6) Treasure noneSpecial AbilitiesPoison (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.DescriptionDeadly 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
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