Skorpoon

Skorpoon
CR 5 CE Magical Beast
This awful beast appears as a garishly colored baboon the size of a man. Its fur is green, its eyes red, and the skin on its face and hindquarters is a livid purple. Its tail is that of a scorpion, dripping venom.
Skorpoons are the product of a mad mage’s attempt to create super soldiers. Although the creatures proved to be powerful, they were also difficult to control and escaped to fulfill their own violent desires. Skorpoons live in massive clans in the savanna, where they hunt anything that enters their territory for the sheer thrill of the chase. Their venom is a paralytic, and their territories are often littered with battered and Dexterity drained victims left alive to be tortured and eaten later.
A skorpoon is not terribly intelligent, but they are flexible and dangerous foes nonetheless. A skorpoon’s mind is a catalog of programmed fighting techniques, and they can call up feats in an instant in order to suit their tactical needs. Although many skorpoons prefer to fight with tooth and claw, they are inherently proficient with most weapons. Few skorpoons have the patience for maintaining or creating their own weapons, so such tools often end up broken or worn with time. Magical weapons are highly prized trophies, and leadership in skorpoon troops or clans often devolves to the individual with the best stuff.
An average skorpoon stands about six feet tall on its hind legs, but they typically travel on all fours unless showing off a prized armament. They have an aversion to open water, and are terrible swimmers.
Skorpoon CR 5
XP 1,600
CE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, Perception +6
Defense
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +3
Immune fear
Offense
Speed 40 ft.
Melee 2 claws +8 (1d8+2), bite +8 (1d6+2), sting +8 (1d4+2 plus poison) or greatclub +8/+3 (1d10+3), bite +6 (1d6+1), sting +6 (1d4+1 plus poison)
Ranged javelin +8 (1d6+2)
Special Attacks martial flexibility (6/day, 2 feats as move action or 1 as swift action)
Statistics
Str 15, Dex 14, Con 16, Int 8, Wis13, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Intimidating Prowess, Mobility, Multiattack
Skills Acrobatics +7 (+11 jumping),Climb +6, Intimidate +6, Perception +6, Swim -6; Racial Modifiers -8 Swim
Languages Abyssal
SQ weapon training
Ecology
Environment warm plains and hills
Organization solitary, pair, band (3-10), troop (11-40) or clan (41-100)
Treasure incidental (greatclub, 3 javelins, other treasure)
Special Abilities
Martial Flexibility (Ex) A skorpoon gains the martial flexibility class ability of a brawler with a level equal to its Hit Dice. Brawler levels stack with skorpoon HD for the purposes of the martial flexibility class feature.
Poison (Ex) Sting—injury; save Fort DC 16; duration 1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save.
Weapon Training (Ex) A skorpoon is proficient with all simple and martial weapons.