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Magma ScorpionCreature 8


LargeElementalFire
Source Pathfinder Monster Core 2
Perception +18 (darkvision, smoke vision)
Languages none
Skills Athletics +16
Str +6, Dex +3, Con +5, Int -4, Wis +4, Cha +0

AC 27; Fort +19; Reflex +14; Will +16;
HP 155
Speed 40 feet (climb 30 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 10

Pincer One Action +20 (+16, +12) to hit (agile, reach 10) 2d6+9 Bludgeoning + 1d6 Fire
Tail Sting One Action +20 (+15, +10) to hit (reach 10) 1d10+9 Piercing + 1d6 Fire
Magma Spit One Action +17 (+12, +7) to hit (fire) 1d6+9 Fire + 1d6 Fire

Smoke Vision

The magma scorpion ignores the Concealed condition from smoke.

Magma Scorpion Venom (fire, injury, poison)

Saving Throw DC 26 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 fire damage (1 round) and Enfeebled 1

Stage 2 3d6 fire damage and Enfeebled 2 (1 round)

Grab One Action

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.


Whether skittering through Chthonian wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces, constantly emitting vision-warping waves of heat.


Destructive manifestations of the Plane of Fire, fire elementals sometimes incorporate burning materials into their being or superheated matter, such as molten rock or searing smoke. In combat, they tend to be aggressive and somewhat reckless. Their attacks can sometimes cause major destruction to the surrounding environment, and many fire elementals seem to enjoy seeing their flames spread far and wide.


Traits

Common

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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.