Scorpion, Barbed
Scorpion, Barbed
CR 7 N Vermin
This horse-sized scorpion has an orange-brown carapace covered in long spines. Its stinger is relatively small, but its claws are massive and meaty.
Barbed scorpions are related to ordinary giant scorpions, but tend to live in areas filled with large, airborne predators such as rocs. Their spines serve as a defensive adaptation to being grabbed by such monsters, although they do render it somewhat less stealthy than the typical monstrous scorpion. As such, barbed scorpions are endurance hunters, trotting along over great distances to tire prey out before grabbing it in their oversized pincers and tearing it apart. Barbed scorpions tend to retreat to crags and caves when not on the hunt. These lairs may be littered with the remains of their victims, and some useful scraps of treasure besides. Barbed scorpions tolerate each others’ presence, but are not cooperative hunters.
Barbed Scorpion CR 7
XP 3,200
N Large vermin
Init +5; Senses darkvision 60 ft., Perception +4, tremorsense 60 ft.
Defense
AC 21, touch 10, flat-footed 20 (-1 size, +1 Dex, +11 natural)
hp 85 (9d8+45)
Fort +11, Ref +4, Will +3
Defensive Abilities barbs
Offense
Speed 40 ft.
Melee 2 claws +11 (1d12+6 plus grab), sting +11 (1d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d12+9)
Statistics
Str 23, Dex 12, Con 20, Int -, Wis10, Cha 5
Base Atk +6; CMB +13 (+17 grab); CMD 24 (36 vs. trip)
Feats Endurance (B),Improved Initiative (B)
Skills Climb +10, Perception +4; Skills +4 Climb, +4 Perception
Ecology
Environment warm hills and underground
Organization solitary or cluster (2-4)
Treasure incidental
Special Abilities
Barbs (Ex) A creature that strikes a barbed scorpion with a melee weapon, unarmed strike or natural weapon takes 2d4+3 points of damage. Melee weapons with the reach property do not endanger their wielders in this fashion.
Poison (Ex) Sting—injury; save Fort DC 19; duration 1/round per 4 rounds; damage 1d2 Con; cure 2 saves. The save DC is Constitution based.