A subspecies of scorpion that lives in dry areas like deserts and wastelands. The poison in its tail is virulent, and even the slightest amount of it can bring down the largest of beasts. They are basically nocturnal, so during daylight, they are often found burrowed under the sand in hiding, or shaded behind boulders. Most instances of reported casualties during daylight comes from people inadvertently entering a desertpede’s territory.
N Medium Magical Beast
Init +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 37  (5d10+10), fast healing 5;
Fort +6, Ref +4, Will +1
Immune mind-affecting effects, poison; Resist earth 5
Speed 60 ft., Climb 40 ft.
Melee 2 Claws +5 (1d4+2), Sting +5 (1d4+2 plus poison)
Special Attacks Needles, Poison Needles, Rend (2 claws, 2d4+2)
Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 2
Base Atk +3; CMB +5; CMD 15 (27 vs trip)
Skills Climb +10, Perception +4, Stealth +6 (+14 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)
Once every 1d4 rounds as a standard action, a scorpion can shoot out needles from it’s stinger. If the range attack succeeds (+3), the needles reach up to 30 feet and do 1d4+2 piercing damage plus their poison.
Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.
Poison Needles (Su)
Once every 1d4 rounds, a desertpede shoots out green needles towards a single target within a 30-ft. range and must make a ranged touch attack (+3) to inflict 2d4 points of non-elemental damage. The creature must make a Fortitude save (DC 12) or gain the Poison status effect, taking 1d4 points of non-elemental damage per round for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17). This save is wisdom-based.