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 Vermin
Alignment: 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

StrDexConIntWisCha
3 (-4) 16 (+3) 10 (+0) - 10 (+0) 2 (-4)
Base Attack Bonus: +0
CMB +1
CMD 7 (19 vs. Trip)
  Feats: Weapon Finesse
  Skills: Climb +7, Perception +4, Stealth +15 Languages:
 

Special Abilities

Poison (Ex)

Sting-injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
 

Ecology

Environment: Warm or Temperate Forests
Organization: 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.