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Scorpion, Deadfall

Thick sheets of moss and other forest debris cling to the dark green carapace of this huge scorpion.

Deadfall Scorpion CR 8

XP 4,800
N Huge vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6

DEFENSE

AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 95 (10d8+50)
Fort +12, Ref +5, Will +5
Immune mind-affecting effects

OFFENSE

Speed 50 ft.
Melee 2 claws +13 (1d8+8 plus grab), sting +13 (1d8+8 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+8), sudden strike

STATISTICS

Str 27, Dex 15, Con 20, Int —, Wis 14, Cha 2
Base Atk +7; CMB +17 (+21 grapple); CMD 29 (41 vs. trip)
Feats Skill Focus (Stealth)B
Skills Perception +6, Stealth +5 (+13 in forests); Racial
Modifiers +4 Perception, +8 Stealth (+16 in forests)

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.

Sudden Strike (Ex)

A deadfall scorpion is adept at moving quickly when its foes are surprised. During a surprise round, a deadfall scorpion may act as if it had a full round to act, rather than just one standard action.