Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 12 (3 HD)
Fort +3, Ref +4, Will +1
Improved evasion
OFFENSE
Speed 30 ft.
Melee sting +7 (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 +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon FinesseB
Skills Climb +8, Perception +5, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
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.
ECOLOGY
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.