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Fiendish Monstrous Scorpion, Small in Dungeons & Dragons 3.5

Fiendish Monstrous Scorpion, Small - CR: 1/2
SpeciesVermin
SubspeciesScorpion
SizeSmall
TypeMagical Beast (Extraplanar)
Hit Dice1d8+4 (8HP)
Speed30 ft. (6 squares)
AbilitiesStr 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Special QualitiesDarkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell resistance 6
EnvironmentWarm deserts in an evil-aligned plane
OrganizationColony (2–5) or swarm (6–11)
TreasureNone
AlignmentAlways evil (any)
Advancement-
Level Adjustment-
Skills
Climb +5, Hide +8, Spot +4
Feats
Weapon Finesse
Combat
Initiative+0
Armor Class (AC)14 (+1 size, +3 natural),, touch 11, flat-footed 14
Base Attack+0
AttackClaw +2 melee (1d3+1)
Full Attack2 claws +2 melee (1d3+1) and sting –2 melee (1d3+1 plus poison)
Space/Reach5 ft./5 ft.
Special AttacksConstrict 1d3–1, improved grab, poison, Smite Good 1/day
SavesFort +6, Ref +0, Will +0
Description
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage.

Size: Small Fort DC: 14 Damage: 1d2 Con

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

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