Scorpion, Giant Emperor

This massive scorpion erupts from the sand, its giant pincers snapping and its tail stinger swaying threateningly.

Giant Emperor Scorpion CR 11

XP 12,800

N Gargantuan vermin

Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5

Defense

AC 24, touch 7, flat-footed 23 (+1 Dex, +17 natural, –4 size)

hp 142 (15d8+75)

Fort +14, Ref +6, Will +6

Defensive Ability ferocity; Immune mind-affecting effects

Offense

Speed 50 ft., burrow 10 ft.

Melee 2 claws +18 (2d6+11 plus grab), sting +18 (2d6+11 plus poison)

Space 20 ft.; Reach 20 ft.

Special Attacks ambush pit, constrict (2d6+11), poison, pounce

Statistics

Str 33, Dex 13, Con 20, Int —, Wis 12, Cha 2

Base Atk +11; CMB +26 (+30 grapple); CMD 37 (49 vs. trip)

Skills Climb +15, Perception +5, Stealth –3 (+1 in deserts); Racial Modifiers +4 Climb, +4 Perception, +8 Stealth (+12 in deserts)

Ecology

Environment warm deserts

Organization solitary

Treasure none

Special Abilities

Ambush Pit (Ex) A giant emperor scorpion can spend 1 minute digging itself into the soil or other ground debris. It then waits for its tremorsense to detect prey. When a creature comes within range, it can erupt from the ground as a free action as part of a charge, allowing it to use its pounce ability. When dug in, the scorpion has improved cover granting it a +10 bonus on Stealth checks.

Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save. The save DC is Constitution-based.

A giant emperor scorpion is an ambush predator, burying itself in soil or sand until prey approaches.

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

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.

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.