Girtablilu SentryCreature 8
Source Pathfinder Monster Core 2
Perception +18 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Girtablilu
Skills Athletics +18, Intimidation +17, Religion +16, Survival +17
Str +6, Dex +4, Con +6, Int +3, Wis +4, Cha +3
AC 27; Fort +20; Reflex +16; Will +12;
HP 160
Speed 40 feet
Longspear
+21 (+16, +11) to hit (magical, reach 15) 2d8+9 PiercingPincer
+20 (+16, +12) to hit (agile, unarmed) 2d8 + 9 BludgeoningStinger
+20 (+15, +10) to hit (reach 10, unarmed) 2d6 + 9 PiercingConstrict

(2d8+6) bludgeoning, DC 24 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Desert PassageA girtablilu ignores natural difficult terrain in the desert.
Girtablilu Venom (poison)Saving Throw DC 24 fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Enfeebled 1 (1 round)
Stage 2 3d6 poison damage and enfeebled 1 (1 round)
Stage 3 3d6 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.
Sentries patrol the outskirts of girtablilu communities, watching for external threats like desert drakes, stormcrown dragons, or adventuring parties set on recklessly exploring the girtablilus' sacred sites.
Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.
Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. In truth, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.
Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. Some even proudly share their beliefs with others, eager for the opportunity to preach to someone new. They show no mercy, however, to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.
Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess—or to their deadly venom.
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
GirtabliluGirtablilus have humanoid upper bodies and the lower bodies of massive scorpions.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.