Scorpion, Slayer (CR 1/4)

A verminous creature with eight legs with a span of roughly three to four inches long from tip to tip, with an additional pair of forward pincers and a stingered tail arising from its behind.

CR 1/4: Slayer Scorpion
    Any slayer scorpion
    N Fine vermin
    Background Hunter
    Init +5; Senses low-light vision; Perception (Wis) +6 (Skilled +0, +4 bonus, +2 feat)    
Defense
    hp 1 (-2d8-6)
    DV 21, touch 21, flat-footed 16 (-2 defense, +5 Dex, +8 size)
    Fort -1, Ref +6, Will -1    
    DR 0/armor (+0 natural)    
    Immune mind-affecting            
Offense
    Speed 20 ft.
    Space 1/256 sqr.; Reach 0 ft.
    Base Atk -2; CMB -9 (grapple -5); CMD 1 (13 vs. trip)
    Melee 2 pincers +7 (1+3 [5/4] plus grab]), sting +7 (0+3 [4/3] plus poison)    
    Special Attacks constrict (1+3), poison (DC 8)            
Statistics
    Abilities Str 3, Dex 21, Con 7, Int 1, Wis 11, Cha 1
    Feats Alertnessb, Big Game Hunterb, Multiweapon Fightingb, Stealthyb        
    Skills
Acrobatics (Dex) +5 (0 ACP, Skilled +0)
Appraise (Int) — (Novice +0)
Artistry (Int) — (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) — (Novice +0)
Climb (Str) -4 (0 ACP, Skilled +0)
Craft () (Int) — (Novice +0)
Diplomacy (Cha) — (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) — (Novice +0)
Escape Artist (Dex) +7 (0 ACP, Skilled +0, +2 feat)
Fly (Dex) — (0 ACP, Novice +0, +8 size)
Handle Animal* (Cha) — (Novice +0)
Heal (Wis) +0 (Novice +0)
Intimidate (Cha or Str) -3 (Novice +0)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) — (Novice +0)
Lore* (Int) — (Novice +0)
Perform () (Cha) — (Novice +0)
Profession* () (Wis) — (Novice +0)
Ride (Dex) +5 (0 ACP, Novice +0)
Sense Motive (Wis) +2 (Novice +0, +2 feat)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) +15 (0 ACP, Skilled +0, +2 feat, +8 size)
Survival (Wis) +0 (Skilled +0)
Swim (Str) -4 (0 ACP, Novice +0)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)        
    Possessions None.    
    Slayer Scorpion Poison (Ex) injury; save Fort DC 8; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 1 save.

Racial Traits


Standard Traits

  • CR: 1/4 (-40 CP total)
  • Hit Dice: Slayer scorpions have -1 Hit Dice (d8). (0 CP)
  • Alignment: N
  • Type: Slayer scorpions are Vermin.
  • Size: Slayer scorpions are Fine creatures, and gain -8 Strength, +8 Dexterity, -4 Constitution, +8 size bonus to attack rolls, -8 size penalty to CMB and CMD, +4 size bonus to DV, +8 size bonus to Fly, +8 size bonus to Stealth, a space of 1/256 sqr., a reach of 0 ft., and a speed of 2 acts/sqr. (-16 CP)
  • Speed: Slayer scorpions have a base speed of 20 feet. (0 CP)
  • Ability Score Adjustment: -6 Intelligence, -6 Charisma. (-24 CP)

Defense Racial Traits

  • Natural Armor: Slayer scorpions have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Slayer scorpions have good Fortitude and Reflex saves. (4 CP)
  • Vermin Mind: Slayer scorpions are immune to mind-affecting effects and spells. (3 CP)

Feat and Skill Racial Traits

  • Bonus Feats: Slayer scorpions gain Alertness, Multiweapon Fighting, and Stealthy as bonus feats. (4 CP)
  • Class Skills:** Slayer scorpions gain the following as class skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, Survival. (3 CP)
  • Eyes: Slayer scorpions have six eyes, gaining a +4 bonus to Perception checks. (4 CP)
  • Skill Ranks: Slayer scorpions gain 2 + Intelligence modifier skill ranks per Hit Die. (0 CP)
  • Tail: Slayer scorpions have a tail, which grants a +2 bonus to Acrobatics checks. (1 CP)
  • Vermin Skills: Slayer scorpions cannot use, nor put ranks and proficiency increases, the following skills: Appraise, Artistry, Autohypnosis, Bluff, Craft, Disguise, Diplomacy, Fly, Knowledge, Linguistics, Lore, Perform, Profession, Ride, Sleight of Hand, Spellcraft, Truespeak, Use Magic Device. (-72 CP)

Offense Racial Traits

  • Base Attack Bonus: Slayer scorpions have medium base attack bonus progression. (0 CP)
  • Grab: Slayer scorpions' pincer attacks have the grab ability. (8 CP)
  • Pincer: Slayer scorpions have 2 pincer natural attacks that each deals 1 point of damage. At 7th Hit Die, and every 7 HD after, the pincers' damage increases by 1 size. (4 CP)
  • Poisonous Sting: injury; save Fort DC 10 + 1/2 total Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 1 save. (10 CP)
  • Sting: Slayer scorpions have a sting natural attack on their tail that deals 0 point of damage. At 7th Hit Die, and every 7 HD after, the sting's damage increases by 1 size. (2 CP)

Senses Racial Traits

  • Low-Light Vision: Slayer scorpions can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)

Other Racial Traits

  • Legs: Slayer scorpions have 4 pairs of legs, gaining a +12 bonus to CMD vs. trip. (24 CP)
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