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Sea Scorpion

A blue scorpion that often resides in wetlands and seaside areas. Though scorpions are commonly believed to live solely in arid climes, various kinds of scorpions can be found living in all kinds of environments. Sea scorpions prefer living in humid regions, especially the rocky areas along the seaside, and are even able to move short distances by swimming. They use their large pincers to prey on fish and small monsters.Sea Scorpion

Sea Scorpion (CR 3)

XP 800
N Medium Magical Beast
Init +2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 dex, +3 natural)
hp 37 [60] (5d10+10), fast healing 5;
Fort +5, Ref +6, Will +1
Immune mind-affecting effects, poison; Resist water 5

OFFENSE

Speed 60 ft., Climb 40 ft.
Melee 2 Claws +5 (1d4+2), Sting +5 (1d4+2 plus poison)
Special Attacks Poison Needles, Rend (2 claws, 2d4+2)

STATISTICS

Str 14, Dex 14, Con 13, Int -, Wis 10, Cha 2
Base Atk +3; CMB +5; CMD 17 (29 vs trip)
Skills Climb +10, Perception +4, Stealth +6 (+14 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)

SPECIAL ABILITIES

Poison (Ex)

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 sea scorpion shoots out green needles towards a single target within a 30-ft. range and must make a ranged touch attack (+5) 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.