Ghost Scorpion

This outsized scorpion has a translucent shell, allowing one to see through to the creature's internal organs.
 

Ghost Scorpion (CR 1/2)

Small Vermin
Alignment: Neutral
Initiative: +0
Senses: Darkvision 60 feet, Tremorsense 60 feet; Perception +4
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 12, touch 11, flat-footed 12 (+1 natural, +1 size)
Hit Points: 13 (2d8+4)
Saving Throws: Fort +5, Ref +0, Will +0
Immunity: mind-affecting effects
 

Offense

Melee: 2 claws +2 (1d3), sting +2 (1d3 plus poison)
Reach: 5 feet
  Special Attacks: Pounce
 

Statistics

StrDexConIntWisCha
10 (+0) 11 (+0) 14 (+2) - 10 (+0) 2 (-4)
Base Attack Bonus: +1
CMB +0
CMD 10 (22 vs. Trip)
  Feats:
  Skills: Perception +4, Stealth +8 Languages:
 

Special Abilities

Poison (Ex)

Sting-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.
 

Ecology

Environment: Warm Deserts or Underground
Organization: solitary, pair, nest (3-6)
Treasure: none

  So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion's body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.