Cave ScorpionCreature 1
Perception +7 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +7, Stealth +7
Str +2, Dex +4, Con +3, Int -5, Wis +2, Cha -4
AC 16; Fort +6; Reflex +9; Will +5;
HP 20
Speed 30 feet (climb 15 feet)
Pincer
+9 (+5, +1) to hit (agile, finesse) 1d8+2 SlashingStinger
+9 (+4, -1) to hit (finesse) 1d6+2 PiercingTremorsense (Imprecise) 30 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Cave Scorpion Venom (poison)Saving Throw DC 17 fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage and Enfeebled 1 (1 round)
Stage 3 1d8 poison damage and Enfeebled 2 (1 round).
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.
Scorpions are frightening enough at their normal diminutive size, but when they grow to reach or surpass the size of a human, they become absolutely terrifying.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.