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.
