Greensting Scorpion
Though its pincers seem too small to harm anything larger than an insect, this scorpion's stinger still appears dangerous.
Greensting Scorpion (CR 1/4)
Tiny VerminAlignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet; Perception +4
Speed: 30 feet
Space: 2-1/2 feet
Defense
Armor Class: 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)Hit Points: 4 (1d8)
Saving Throws: Fort +2, Ref +3, Will +0
Immunity: mind-affecting effects
Offense
Melee: sting +5 (1d2-4 plus poison)Reach: 0 feet
Special Attacks: poison
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
3 (-4) | 16 (+3) | 10 (+0) | - | 10 (+0) | 2 (-4) |
CMB +1
CMD 7 (19 vs. Trip)
Feats: Weapon Finesse
Skills: Climb +7, Perception +4, Stealth +15
- Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
Special Abilities
Poison (Ex)
- Delivery: Sting-injury
- Fortitude Save: 10
- Frequency: 1/round for 6 rounds
- Initial Effect: sickened for 1 round
- Secondary Effect: sickened for 1 round
- Saves: 1 save
Ecology
Environment: Warm or Temperate ForestsOrganization: solitary, pair, or colony (3-6)
Treasure: none
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere. 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.