Scorpion, Ghost

This outsized scorpion has a translucent shell, allowing one to see through to the creature’s internal organs.

Ghost Scorpion CR 1/2

XP 200
N Small vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE

AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +0, Will +0
Immune mind-affecting effects

OFFENSE

Speed 30 ft.
Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison)
Special Attacks pounce

STATISTICS

Str 10, Dex 11, Con 14, Int —, Wis 10, Cha 2
Base Atk +1; CMB +0; CMD 10 (22 vs. trip)
Skills Perception +4, Stealth +8; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.

ECOLOGY

Environment warm deserts or underground
Organization solitary, pair, nest (3-6)
Treasure none

So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion’s body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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