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Scorpion, Sand

This massive scorpion’s body appears to be made completely of sand.

Sand Scorpion CR 11

XP 12,800
N Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +14

DEFENSE

AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, –1 size)
hp 147 (14d10+70); fast healing 5 (in sandy environments)
Fort +14, Ref +11, Will +8
Defensive Abilities amorphous; DR 5/magic and bludgeoning; Resist fire 10; SR 22
Weaknesses glazing

OFFENSE

Speed 40 ft., climb 20 ft.
Melee 2 claws +19 (1d8+6), sting +19 (1d6+6/19–20 plus desiccation)
Space 10 ft.; Reach 10 ft. (15 ft. with sting)
Special Attacks desiccation, rend (2 claws, 1d8+9)

STATISTICS

Str 22, Dex 15, Con 20, Int 10, Wis 13, Cha 15
Base Atk +14; CMB +21; CMD 33 (41 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (sting), Improved Initiative, Improved Vital Strike, Iron Will, Vital Strike
Skills Climb +25, Perception +14, Stealth +11 (+19 in sandy environments); Racial Modifiers +8 Climb, +8 Stealth in sandy environments.

Languages Common, Sphinx (can’t speak)
SQ living sand

SPECIAL ABILITIES

Desiccation (Su)

A sand scorpion’s sting carries a desiccation effect, turning bodily fluids near the wound to dust. Any creature struck by the sand scorpion’s stinger must succeed at a DC 22 Fortitude save or suffer 3d6 points of nonlethal damage and become fatigued. Creatures that are already fatigued become exhausted. A successful save reduces the nonlethal damage to 1d6 and negates the fatigue effect. The save DC is Constitution-based.

Glazing (Ex)

Large amounts of flame or heat can transform part of a sand scorpion’s surface to solid glass. When a sand scorpion takes fire damage in excess of its fire resistance, it must succeed at a Reflex save with DC equal to 10 + actual fire damage taken or become staggered for 1d4 rounds.

Living Sand (Su)

The sand scorpion’s body is comprised of living sand and can heal itself by drawing sand from its surroundings. When in sandy environments such as a desert or sand dunes, a sand scorpion gains fast healing 5. The sand scorpion also gains a +8 racial bonus on Stealth checks in sandy environments.

ECOLOGY

Environment warm deserts
Organization solitary or pair
Treasure standard

The legendary sand scorpions are magical creatures inhabiting deep deserts. Sand scorpions resemble other types of giant scorpions, but their bodies are comprised of magically animated sand. While in sandy environments, their natural color and texture allow them to easily blend into their surroundings and surprise their prey. Instead of poison, the sting of a sand scorpion desiccates its victim, drying out fluids near the wound and turning the flesh dry and leathery.

Exposure to flame and extreme heat can cause part of a sand scorpion’s sandy body to turn into glass, which temporarily slows the beast until it can shed the solidified glass. Sand scorpions are rumored to act as guardians for some ancient sites, but the method of binding them in such a manner has been lost to time.

Sphinxes have occasionally commanded the creatures in their native tongue, so perhaps the sphinxes are still privy to the secrets of controlling sand scorpions.

A typical sand scorpion is 9 feet long and weighs 2,800 pounds.

Section 15: Copyright Notice

Wayfinder #17. © 2017, Paizo Fans United; Authors: Gabriel Almer, Beth Breitmaier, Dave Breitmaier, Charlie Brooks, Russ Brown, Ben Chason-Sokol, Jeremy Clements, Dixon Cohee, Matt Duval, Robert Feather, Benjamin Fields, Wojciech Grucha?a, Garrett Guillotte, Joe Kondrak, John Laffan, Isabelle Lee, Jeff Lee, Crystal Malarsky, Ben Martin, Jacob McKiernan, Jen McTeague, Jacob W. Michaels, Emily Parks, Rep Pickard, Matt Roth, André Roy, Elliot Smith, Joe Smith, ‘Piratey Steve’ Smith, Neil Spicer, Todd Stewart, John Paul Stoddard, Andrew P. Sturtevant, Margherita Tramontano, Nicholas Wasko, Kerney Williams, and Scott Young.