Fiendish Small Monstrous Scorpion (Summon Monster I)
Scorpion
NE Small Magical Beast (Augmented Vermin, Extraplanar)
Init +0;
Senses Darkvision 60', Tremorsense 60'; Listen +0, Spot +4
Languages Infernal or Abyssal (choose one)
AC 14 (+1 size, +3 natural), touch 11, flat-footed 14
hp 6 (1 HD)
SR 6
Resist Cold 5, Fire 5
Fort +4,
Ref 0,
Will 0
Speed 30 feet
Melee 2 Claws +1 (1d3-1)
Sting -4 (1d3-1 plus poison)
Base Atk +0;
Grp -4
Atk Options Constrict 1d3-1, improved grab, poison, smite good (1/day)
Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2
SQ Vermin Traits: Note that a fiendish vermin (by virtue of gaining the fiendish template) gains an Intelligence score of 3, and thus loses it's 'Mindless' quality. It is not immune to mind-affecting effects.
Feats Weapon Finesse
Skills Climb +3, Hide +8, Listen +0, Spot +4
Skills: +4 racial bonus on Climb, Hide, and Spot checks.
Constrict: A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab: To use this ability a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison: Fortitude DC 12, damage 1d2 Con. The save DC is Constitution-based.
Smite Good (1/day): make a normal melee attack to deal 1 point extra damage against a good foe.