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.
