Whip Scorpion, Giant (CR 2)

Large Vermin
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +4


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +2, Will +1
Speed: 10 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +9
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite -1 melee
Damage: Claw 1d6+2, bite 1d8+1
Special Attacks/Actions: Improved grab, squeeze, poison spray
Abilities: Str 15, Dex 12, Con 14, Int -, Wis 10, Cha 2
Special Qualities: immunity to poison, vermin traits
Feats: -
Skills: Climb +6, Hide +1, and Spot +4
Advancement: 5-12 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Treasure/Possessions: None

Source: Lost Empires of Faerûn

Poison Spray (Ex): Three times per day, a giant whip scorpion can discharge a 20-foot-diameter spread of noxious vapor centered on itself This cloud functions as an inhaled poison (Fortitude DC 14; initial and secondary damage 1d4 Dex). The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a giant arachnid must hit an opponent that is at least one size category smaller than itself with a claw attack.

Squeeze (Ex): A giant arachnid that gets a hold on an opponent of its own size category or smaller automatically deals damage with both claws and can make a bite attack at its highest attack bonus.

Skills: A giant arachnid receives a +4 racial bonus on Climb, Hide, and Spot checks.

Like other giant arachnids, giant whip scorpions attack with their pincers, squeezing and biting any opponents they can grab. They use their poison spray to escape danger.

A giant whip scorpion measures between 8 and 12 feet long and weighs about 500 pounds. It is sometimes called a monstrous uropygid, or occasionally a giant vinegaroon because of its acidic spray.