Scorpion (CR 18/MR 7)

This towering scorpion’s carapace is as black as coal, and its claws are each as long as a man’s body.

Mythic Black Scorpion (CR 18/MR 7)
XP 51,200
Pathfinder Roleplaying Game Bestiary 2
N Colossal vermin (mythic)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 37, touch 2, flat-footed 37 (+35 natural, –8 size)
hp 308 (24d8+200)
Fort +20, Ref +8, Will +8
Defensive Abilities heat sinkMA, poisonous bloodMA; DR 10/epic; Immune fire, mind-affecting effects


Speed 60 ft., sand glideMA
Melee 2 claws +25 (2d8+15/19-20/×3 plus grab and 1d8 bleed), sting +25 (2d6+15 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks bloody blowsMA, constrict (2d8+22), crack shellMA, feral savagery (full attack)MA, mindless improved criticalMA, mythic power (7/day, surge +1d10), rapid stinging, rendMA (2 claws, 2d8+22)


Str 40, Dex 10, Con 22, Int —, Wis 10, Cha 2
Base Atk +18; CMB +41 (+45 grapple); CMD 51 (63 vs. trip)
Feats Crippling GripMF, Devastating GripMF, Improved Critical (claws)B,MF, Savage GripMF, Staggering CriticalB, Stunning CriticalB
Skills Climb +19, Perception +4, Stealth –12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth


Environment warm deserts
Organization solitary
Treasure none

Special Abilities

Bloody Blows (Ex) A mythic black scorpion’s claws deal 1d8 points of bleed damage on a successful hit. The Heal DC to stanch this bleeding is DC 22, and non-mythic magical healing effects halt this bleed damage only if the caster succeeds on a DC 22 caster level check. A mythic creature using a non-mythic healing effect may add its mythic rank or tier on this caster level check.

Crack Shell (Ex) A mythic black scorpion that confirms a critical hit with its claws can attempt a combat maneuver check to sunder the target’s armor, shield, weapon, or other wielded item (equal chance of each). If it rends the target, the target’s armor (or other item worn in the body slot) takes rend damage (DC 37 Fortitude negates); this is in addition to the rend damage dealt to the target. If the target is not wearing armor or an item in the body slot but has a natural armor bonus, it takes a penalty to its natural armor bonus of 1d4 points (DC 37 Fortitude negates); treat this penalty as ability damage for the purpose of natural healing or effects that cure it. The save DC is Strength-based.

Heat Sink (Su) A mythic black scorpion is immune to fire and suffers no harm from hot environments. If targeted with a mythic fire effect, it is healed 1 hit point for every 3 points of damage that the fire effect would normally have dealt. If the scorpion is currently undamaged or if this healing exceeds the damage it has, the scorpion is affected as haste for 1d4 rounds. If a fire effect would normally bypass fire immunity, the scorpion must expend one use of its mythic power to ignore its effects; it cannot ignore fire damage created by creatures whose mythic rank or tier exceed its own.

Mindless Improved Critical (Ex) A mythic black scorpion gains Improved Critical (claws) as a bonus feat.

Poison (Ex) Sting—injury or poisonous blood—contact; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Str, 1d4 Dex, and 1d4 Con; cure 3 saves.

Rapid Stinging (Ex) A black scorpion’s stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.

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