Greensting Scorpion

CR: 1/4 XP: 100


N Tiny vermin


Init: +3 Senses: darkvision 60 ft. Perception: +4


Defense

AC: 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)


hp: 4 (1d8)


Fort: +2 Ref: +3 Will: +0


Immune: mind-affecting effects


Offense

Speed: 30 ft.


Melee: sting +5 (1d2–4 plus poison)


Space: 2-1/2 ft. Reach: 0 ft.


Special Attacks: poison


Statistics

Str: 3 Dex: 16 Con: 10 Int: — Wis: 10 Cha: 2


Base Atk: +0 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


Ecology

Environment: warm or temperate forests


Organization: solitary, pair, or colony (3–6)


Treasure: none


Description

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.

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.

Source: Pathfinder Roleplaying Game Bestiary 4