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It has disk-like, chitinous body moving on eight segmented legs, with four claws in the front and three raised tails ending in stingers.
CR 12; XP 19,200
N Huge Vermin
N Huge Vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23
Defense
AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 156 (24d8+48)
Fort +16; Ref +11; Will +11
AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 156 (24d8+48)
Fort +16; Ref +11; Will +11
Offense
Speed 30 ft.; burrow 30 ft.; sidestep
Speed 30 ft.; burrow 30 ft.; sidestep
Melee 4 claws +19 (1d8+3) and 3 stingers +19 (1d8+3 plus polyscorpion poison)
Space 15 ft.; Reach 5 ft. (15 ft. with stingers)
Special Attacks poison (DC 24)
Statistics
Str 16, Dex 16, Con 14, Int –, Wis 17, Cha 2
Base Atk +18; CMB +23; CMD 42 (54 vs. trip)
Str 16, Dex 16, Con 14, Int –, Wis 17, Cha 2
Base Atk +18; CMB +23; CMD 42 (54 vs. trip)
Feats Combat ReflexesB, Defensive Combat TrainingB
Skills Perception +23, Stealth +11; Racial Modifiers +20 Perception, +20 Stealth
Ecology
Environment warm or temperate deserts, forests, plains or underground
Organization solitary
Treasure incidental
Special Abilities
Environment warm or temperate deserts, forests, plains or underground
Organization solitary
Treasure incidental
Special Abilities
Polyscorpion Poison (Ex) Sting–injury; save Fort 24, frequency 1/round for 3 rounds, effect 1d4 Str, cure 2 consecutive saves.
Sidestep (Ex) A polyscorpion might not be as fast as giant scorpions but it is surprisingly agile, allowing it to move up to 10 feet ignoring difficult terrain when it takes a 5-ft. step.
Polyscorpions seem to be a bigger and more monstrous kin to regular giant scorpions, looking as if someone fused two or three scorpions together, or maybe the deity that created them couldn't decide between a spider and a scorpion.
Unlike true scorpions, they don't grab their prey, relying on incapacitating venom of as many stings as they can deliver as quickly as possible instead.
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