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Raging Sting (Girtablilu Barbarian 1)

Scars and tattoos intersect across this glowering scorpion-bodied man, and his muscles strain against the leather of his armor.

Raging Sting CR 9

XP 6,400
Girtablilu barbarian 1
CN Large monstrous humanoid
Init +7; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +18

DEFENSE

AC 24, touch 10, flat-footed 21 (+5 armor, +3 Dex, +9 natural, –2 rage, –1 size)
hp 171 (11 HD; 10d10+1d12+110)
Fort +15, Ref +11, Will +13

OFFENSE

Speed 45 ft.
Melee +1 greatclub +20/+15/+10 (1d10+14), 2 claws +15 (1d8+5 plus grab), sting +15 (1d6+5 plus poison)
Ranged throwing axe +13/+8/+3 (1d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5), poison (DC 24), rage (11 rounds/day)
Spell-Like Abilities (CL 9th; concentration +9)

1/daysummon nature’s ally V (1d3 giant scorpions)

TACTICS

Base Statistics When not raging, the barbarian’s statistics are AC 26, touch 12, flat-footed 23; hp 149 Fort +13, Will +11; Melee +1 greatclub +18/+13/+8 (1d10+11), 2 claws +13 (1d8+3 plus grab), sting +13 (1d6+3 plus poison); Ranged throwing axe +13/+8/+3 (1d6+7); Str 24, Con 25; CMB +19 (+23 grapple); CMD 30 (42 vs. trip); Skills Climb +13.

STATISTICS

Str 28, Dex 17, Con 29, Int 8, Wis 16, Cha 11
Base Atk +11; CMB +21 (+25 grapple); CMD 32 (44 vs. trip)
Feats Improved Initiative, Improved Natural Armor, Improved Natural Attack (claws), Power Attack, Toughness, Vital Strike
Skills Climb +15, Craft (stonemasonry) +6, Knowledge (history) +4, Knowledge (religion) +4, Perception +18, Stealth +9, Survival +14; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Girtablilu
SQ fast movement, scorpion empathy +11, undersized weapons
Combat Gear potions of cure moderate wounds (2), potions of lesser restoration (2); Other Gear +1 hide armor, +1 greatclub, throwing axes (4), amulet of mighty fists +1, cloak of resistance +1, mwk artisan’s tools

ABOUT

Forces of nature as much as combatants, raging stings tear through their enemies. These passionate but disciplined scorpionfolk drive back invaders by destroying their wagons, killing their draft animals, and capturing their supplies. Few raging stings are genuinely bloodthirsty; instead, most prefer to terrify outsiders with a brief show of brutality by devastating the interlopers’ ability to sustain a camp.

In peacetime, raging stings make up much of a tribe’s labor force, working to preserve important sites. Raging stings see themselves as a natural balance to the desert sands, uncovering ancient works, honing age-worn edges, and treading on intruders rather than being trodden upon.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.