Scorpion, Demonic Deadfall

This over-sized vermin bears demonic features and the unmistakable glint of intelligence in its eyes.

Demonic Deadfall Scorpion CR 9

XP 6,400
CE Huge magical beast (augmented vermin)
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19


AC 24, touch 11, flat-footed 21 (+2 Dex, +1 dodge, +13 natural, –2 size)
hp 115 (10d8+70)
Fort +13, Ref +7, Will +7
DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10


Speed 50 ft.
Melee 2 claws +15 (1d8+10 plus grab), sting +15 (1d8+10 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks death throes (DC 21, 9d6 cold damage), constrict (1d8+10), sudden strike
Spell-Like Abilities (CL 9th; concentration +11)


Str 31, Dex 15, Con 22, Int 10, Wis 14, Cha 15
Base Atk +7; CMB +19 (+23 grapple); CMD 32 (44 vs. trip)
Feats Dodge, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)B, Toughness B, Vital Strike
Skills Acrobatics +15, Climb +23, Perception +19, Stealth +21 (+29 in forests); Racial Modifiers +4 Perception, +8 Stealth (+16 in forests)
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.


Poison (Ex)

Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.

Sudden Strike (Ex)

During a surprise round, a demonic deadfall scorpion may act as if it had a full round to act, rather than just one standard action.

Base Template

Demonic Vermin (CR +1)


Environment any
Organization solitary, pair, or colony (3–10)
Treasure standard

Demonic influence upon the their land’s verminous life cannot be ignored for long by visitors to this tainted land. While some giant vermin have resisted demonic influence, most have succumbed to it. Such creatures are almost always encountered along the land’s periphery. As one travels deeper into the blighted land, the immense insects, spiders, and other vermin encountered in the canyons and rivers take on an increasingly unsettling intelligence and demonic features. In many ways, these demonic vermin are no longer true denizens of the Material Plane—they are, after a fact, what happens when the chaos and evil of the Abyss infuse a mindless creature. They are the unholy spawn of vermin—and mortal sins.

Countless variations of demonic vermin exist in the forbidding wasteland. When a nest of similar monsters is encountered, they all typically share the same demonic powers and traits, but another nest of the same species could exhibit entirely different abilities, depending on the nature of the Abyssal energies that have corrupted and transformed them. Uncorrupted giant vermin that wander into or are otherwise brought into the demon infested land do not immediately fall victim to this vile transformation, but several months of exposure can, at the GM’s whim, cause such creatures to spontaneously transform into one of these hideous monstrosities.

Section 15: Copyright Notice

Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.

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