N Tiny magical beast
Init +3;
Senses darkvision 60 ft, low-light vision; Perception +4
DEFENSE
-------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 8
Fort +2, Ref +5, Will +2
OFFENSE
-------------
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
-------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Familiar Focus
Skills Climb +7, Knowledge (arcana) -1, Knowledge (religion) -1, Perception +4, Spellcraft -1, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ Alertness (grants master Alertness feat when within arm's reach), improved evasion, share spells, empathic link
SPECIAL ABILITIES
-------------
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.