Fiendish Small Monstrous Scorpion (Summon Monster I)
NE Small Magical Beast (Augmented Vermin, Extraplanar)
Darkvision 60', Tremorsense 60'; Listen +0, Spot +4
Infernal or Abyssal (choose one)
14 (+1 size, +3 natural), touch 11, flat-footed 14
6 (1 HD)
Cold 5, Fire 5
2 Claws +1 (1d3-1)
Sting -4 (1d3-1 plus poison)
Constrict 1d3-1, improved grab, poison, smite good (1/day)
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.
Climb +3, Hide +8, Listen +0, Spot +4
: +4 racial bonus on Climb, Hide, and Spot checks.
: A monstrous scorpion deals automatic claw damage on a successful grapple check.
: 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.
: Fortitude DC 12, damage 1d2 Con. The save DC is Constitution-based.
(1/day): make a normal melee attack to deal 1 point extra damage against a good foe.