Pathfinder RPG Reference Document
Pathfinder Reference Document

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)

Ecology

Environment temperate forests

Organization solitary or nest (2–5)

Treasure incidental

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.

The enormous deadfall scorpion is disturbingly stealthy for a creature of its size. So named for the creatures' habit of making their lairs amid the hollows created by deadfalls of old trees, deadfall scorpions adorn their already camouflaged carapaces with moss and old branches, then lie in wait to ambush prey when it draws near. They prefer to drag their prey back to their hidden deadfall lairs to eat, and thus incidental treasure can often be found within such a den. A deadfall scorpion is 24 feet long and weighs 10,000 pounds.

Scorpion, Ghost

This outsized scorpion has a translucent shell, allowing one to see through to the creature's internal organs.

Ghost Scorpion CR 1/2

XP 200

N Small vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

Defense

AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)

hp 13 (2d8+4)

Fort +5, Ref +0, Will +0

Immune mind-affecting effects

Offense

Speed 30 ft.

Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison)

Special Attacks pounce

Statistics

Str 10, Dex 11, Con 14, Int —, Wis 10, Cha 2

Base Atk +1; CMB +0; CMD 10 (22 vs. trip)

Skills Perception +4, Stealth +8; Racial Modifiers +4 Perception, +4 Stealth

Ecology

Environment warm deserts or underground

Organization solitary, pair, nest (3–6)

Treasure none

Special Abilities

Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.

So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion's body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.