Ghost Scorpion

CR: 1/2 XP: 200


N Small vermin


Init: +0 Senses: darkvision 60 ft., tremorsense 60 ft. Perception: +4


Defense

AC: 12, touch 11, flat-footed 12 (+1 natural, +1 size)


hp: 13 (2d8+4)


Fort: +5 Ref: +0 Will: +0


Immune: mind-affecting effects


Offense

Speed: 30 ft.


Melee: 2 claws +2 (1d3), sting +2 (1d3 plus poison)


Special Attacks: pounce


Statistics

Str: 10 Dex: 11 Con: 14 Int: — Wis: 10 Cha: 2


Base Atk: +1 CMB: +0 CMD: 10 (22 vs. trip)


Skills: Perception +4, Stealth +8, Racial Modifiers +4 Perception, +4 Stealth


Ecology

Environment: warm deserts or underground


Organization: solitary, pair, nest (3–6)


Treasure: none


Description

Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.

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.

Sasquatch–Scorpion Sea Anemone, Giant This giant, tubular creature ends in a mass of thick and brilliantly colored tendrils arrayed around an enormous, toothless maw.

Source: Pathfinder Roleplaying Game Bestiary 3