All Vermin have an Intelligence score of zero, and are immune to mind-influencing affects, such as Mind Control or Telepathy.

 

Additional stats for Advancement options are figured in total, and need not be calculated cumulatively. Thus, a 20 HD huge Stag Beetle adds only the final numbers, not the 16 HD and 18 HD adjustments as well.

 

Design notes and explanations of unusual creature Feats here.

 

                **************************************************

 

Giant Ant, worker: Medium Vermin; Init +0; Defense 10; Spd 50 ft., climb 20 ft.; Atk +1 melee (+1 dmg, bite); SV Dmg +7, Fort +1, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9.

Skills: Climb +8.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Improved Stability (+4 to resist Bull Rush and Trip attempts).

Powers: Running +4, Natural Weaponry +1 (Mandibles), Super-Skill (Climb) +8, Super-Skill (Survival, Flaw: only to Track by Scent) +4, Amazing Save: Fortitude +1, Amazing Save: Damage +7.

[2 HD Giant Ant Worker used as base.  A 4 HD specimen would have +1 Atk.]

 

Giant Ant, worker: Large Vermin; Init –1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 50 ft., climb 20 ft.; Atk +1 melee (+5 dmg, bite); SV Dmg +11, Fort +3, Ref +0, Will +1; Str 18, Dex 8, Con 14, Int -, Wis 11, Cha 9.

Skills: Climb +8.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Unusual Size (large), Improved Stability.

Powers: Running +4, Natural Weaponry +1 (Mandibles), Super-Skill (Climb) +8, Super-Skill (Survival, Flaw: only to Track by Scent) +4, Amazing Save: Fortitude +1 (Extra: Reflex, Will), Amazing Save: Damage +9.

[6 HD large Giant Ant Worker used as base.]

 

Giant Ant, soldier: Medium Vermin; Init +0; Defense 10; Spd 50 ft., climb 20 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +8, Fort +2, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11.

Skills: Climb +10.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Follow-up Attack (can immediately attempt a Sting attack (Atk +3, dmg +1 lethal and a second dmg +0 Chemical attack) as a Free Action when a Grapple succeeds), Extra Limb (Stinger), Improved Stability.

Powers: Running +4, Natural Weaponry +1 (Mandibles), Super-Skill (Climb) +8, Super-Skill (Survival, Flaw: only to Track by Scent) +4, Natural Weaponry +0 (Stinger, Extra: Energy Field (Chemical) +0), Flaw: only on a Stinger hit, Energy Field has no defensive use), Amazing Save: Fortitude +1, Amazing Save: Damage +7.

[2 HD Giant Ant Soldier used as base.  A 4 HD specimen would have +1 Atk.]

 

Giant Ant, soldier: Large Vermin; Init –1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 50 ft., climb 20 ft.; Atk +7 melee (+3 dmg, bite); SV Dmg +12, Fort +4, Ref +0, Will +2; Str 20, Dex 8, Con 17, Int -, Wis 13, Cha 11.

Skills: Climb +10.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Follow-up Attack (can immediately attempt a Sting attack (Atk +7, dmg +4 lethal and a second dmg +1 Chemical attack) as a Free Action when a Grapple succeeds), Extra Limb (Stinger), Unusual Size (large), Improved Stability.

Powers: Super-Strength +1, Running +4, Natural Weaponry +2 (Mandibles), Natural Weaponry +1 (Stinger, Extra: Energy Field (Chemical), Flaw, only on a Stinger hit, Energy Field has no defensive use), Super-Skill (Climb) +8, Super-Skill (Survival, Flaw: only to Track by Scent) +4, Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +9.

[6 HD large Giant Ant Soldier used as base.]

 

Giant Ant, queen: large Vermin; Init –1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 40 ft.; Atk +4 melee (+5 dmg, bite); SV Dmg +10, Fort +2, Ref –1, Will +1; Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11.

Skills: none.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Follow-up Attack (can immediately attempt a Sting attack (Atk +4, dmg +2 lethal and a second dmg +1 Chemical attack) as a Free Action when a Grapple succeeds), Extra Limb (Stinger), Unusual Size (large), Improved Stability.

Powers: Running +2, Natural Weaponry +2 (Mandibles), Natural Weaponry +1 (Stinger, Extra: Energy Field (Chemical), Flaw, only on a Stinger hit, Energy Field has no defensive use), Super-Skill (Survival, Flaw: only to Track by Scent) +4, Amazing Save: Fortitude +1, Amazing Save: Damage +9.

[4 HD large Giant Ant Queen used as base.  A 6 HD specimen would have +1 Atk & Amazing Save: Reflex & Will +1.]

 

Giant Ant, queen: huge Vermin; Init –2 (Dex); Defense 6 (-2 size, -2 Dex); Spd 40 ft.; Atk +7 melee (+10 dmg, bite); SV Dmg +14, Fort +5, Ref –1, Will +2; Str 20, Dex 7, Con 17, Int -, Wis 13, Cha 11.

Skills: none.

Feats: Scent, Track, Improved Grab (can attempt a Grapple as a Free Action if Bite attack succeeds), Follow-up Attack (can immediately attempt a Sting attack (Atk +7, dmg +4 lethal and a second dmg +1 Chemical attack) as a Free Action when a Grapple succeeds), Extra Limb (Stinger), Unusual Size (huge), Extra Reach (+5 ft.), Improved Stability.

Powers: Super-Strength +2, Running +2, Natural Weaponry +3 (Mandibles), Natural Weaponry +1 (Stinger, Extra: Energy Field (Chemical), Flaw, only on a Stinger hit, Energy Field has no defensive use), Super-Skill (Survival, Flaw: only to Track by Scent) +4, Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +12.

[8 HD huge Giant Ant Queen used as base.]

 

Giant Bee: medium Vermin; Init +2 (Dex); Defense 12 (+2 Dex); Spd 20 ft., fly 80 ft. (good); Atk +2 melee (+0 dmg, sting); SV Dmg +3, Fort +1, Ref +2, Will +1; Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9.

Skills: Spot +5, Survival +1.

Feats: Darkvision, Improved Stability.

Powers: Flight +16 (Extra: Increased Maneuverability x2 (good), Flaw: Limited – Winged Flight), Poison +3 (Extras: Trigger (on a sting attack), Secondary Effect, Flaws: One Attribute (Con), Limited - stinger must hit (but need not score damage)), Super-Skill (Spot) +4, Super-Skill (Survival) +4 (Flaw: only to determine direction / avoid getting lost), Amazing Save: Fortitude +1, Amazing Save: Damage +2.

[4 HD medium Giant Bee used as base.  A 6 HD specimen would have +1 Atk and Amazing Save: Reflex (Extra: Will) +1.]

 

Giant Bee: large Vermin; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 20 ft., fly 80 ft. (good); Atk +7 melee (+5 dmg, sting); SV Dmg +7, Fort +4, Ref +2, Will +2; Str 19, Dex 12, Con 15, Int -, Wis 12, Cha 9.

Skills: Spot +5, Survival +1.

Feats: Darkvision, Improved Stability.

Powers: Flight +16 (Extra: Increased Maneuverability x2 (good), Flaw: Limited – Winged Flight), Poison +4 (Extras: Trigger (on a sting attack), Secondary Effect, Flaw: One Attribute (Con), Limited - stinger must hit (but need not score damage)), Super-Skill (Spot) +4, Super-Skill (Survival) +4 (Flaw: only to determine direction / avoid getting lost), Natural Weaponry +1 (stinger), Amazing Save: Fortitude +2, Amazing Save: Reflex +1(Extra: Will), Amazing Save: Damage: +4.

[8 HD large Giant Bee used as base.]

 

Giant Bombardier Beetle: medium Vermin; Init +2 (Dex); Defense 12 (+2 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, bite); SV Dmg +8, Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9.

Skills: none.

Feats: Darkvision, Improved Stability.

Powers: Energy Blast +1 (Chemical, Extras: Increased Range, Cone (affects a Cone, 10 ft. long and 10 ft wide at its terminus), Amazing Save: Fortitude +1, Amazing Save: Damage +6.

[2 HD medium Giant Bombardier Beetle used as base.  A 4 HD specimen would have +1 Atk.]

 

Giant Bombardier Beetle: large Vermin; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 30 ft.; Atk +7 melee (+6 dmg, bite); SV Dmg +12, Fort +3, Ref +0, Will +0; Str 20, Dex 8, Con 18, Int -, Wis 10, Cha 9.

Skills: none.

Feats: Darkvision, Unusual Size (large), Improved Stability.

Powers: Energy Blast +1 (Chemical, Extras: Increased Range x2, Cone (affects a Cone, 20 ft. long and 20 ft wide at its terminus), Natural Weaponry +1 (bite), Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +8.

[6 HD large Giant Bombardier Beetle used as base.]

 

Giant Fire Beetle: small Vermin; Init +0; Defense 11 (+1 size); Spd 30 ft.; Atk +1 melee (+1 dmg, bite); SV Dmg +5, Fort +1, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7.

Skills: none.

Feats: Darkvision, Unusual Size (small), Improved Stability.

Powers: Natural Weaponry +1 (bite), Energy Control (light) +4 (Flaw: no Dazzle attack, only for illumination), Amazing Save: Fortitude +1, Amazing Save: Damage +5.

[2 HD small Giant Fire Beetle used as base.  A 4 HD specimen would have +1 Atk.]

 

Giant Stag Beetle: large Vermin; Init +0; Defense 9 (-1 size); Spd 20 ft.; Atk +8 melee (+9 dmg, bite); SV Dmg +13, Fort +5, Ref +1, Will +1; Str 20, Dex 10, Con 17, Int -, Wis 10, Cha 9.

Skills: none.

Feats: Darkvision, Unusual Size (large), Trample Attack (Atk +8, dmg +4, Reflex save to avoid along a 5 ft. wide, 20 ft. long path), Improved Stability.

Powers: Natural Weaponry +4 (bite), Natural Weapon +2 (trample), Amazing Save: Damage +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +10.

[8 HD large Giant Stag Beetle used as base.  A 10 HD specimen would have +1 Atk.]

 

Giant Stag Beetle: huge Vermin; Init –1 (Dex); Defense 8 (-2 size, -1 Dex); Spd 20 ft.; Atk +9 melee (+15 dmg, bite); SV Dmg +18, Fort +8, Ref +1, Will +2; Str 20, Dex 8, Con 20, Int -, Wis 10, Cha 9.

Skills: none.

Feats: Darkvision, Unusual Size (huge), Trample Attack (Atk +9, dmg +8, Reflex save to avoid along a 10 ft. wide, 20 ft. long path), Improved Stability.

Powers: Super-Strength +4, Natural Weaponry +6 (bite), Natural Weapon +4 (trample), Amazing Save: Fortitude +3, Amazing Save: Reflex +2 (Extra: Will), Amazing Save: Damage +13.

[12 HD huge Giant Stag Beetle used as base.  At 16 HD add +2 Atk and +1 Amazing Save: Fortitude.  At 18 HD add +3 Atk, +1 AS: Fort, Ref & Will.  At 20 HD, +4 Atk, +2 AS: Fort and +1 AS: Ref & Will.]

 

Giant Praying Mantis: large Vermin; Init –1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 20 ft., fly 40 ft. (poor); Atk +6/+1 melee (+5 dmg, claws, +3 dmg, bite); SV Dmg +8, Fort +3, Ref +0, Will +3; Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11.

Skills: Hide –1, Spot +6.

Feats: Darkvision, Unusual Size (large), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S), Improved Grab (if it hits with a Claw attack, it can make a Bite attack as a Free Action at +6 Atk), Improved Stability.

Powers: Natural Weaponry +1 (bite, claws), Flight +8 (Flaw: Winged), Super-Skill +4 (Hide, Extra: Spot), Super-Skill +8 (Hide, Flaw: only in foliage), Amazing Save: Fort +1 (Extras: Reflex, Will), Amazing Save: Damage +6.

[6 HD large Giant Praying Mantis used as base.  An 8 HD specimen would have +1 Atk and +1 AS: Fort.]

 

Giant Praying Mantis: huge Vermin; Init –1 (Dex); Defense 6 (-2 size, -2 Dex); Spd 20 ft., fly 40 ft. (poor); Atk +9/+4 melee (+13 dmg, claws, +6 dmg, bite); SV Dmg +13, Fort +6, Ref -1, Will +3; Str 20, Dex 6, Con 19, Int -, Wis 14, Cha 11.

Skills: Hide –5, Spot +6.

Feats: Darkvision, Unusual Size (large), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S), Improved Grab (if it hits with a Claw attack, it can make a Bite attack as a Free Action at +9 Atk).

Powers: Super-Strength +6, Natural Weaponry +2 (claws), Natural Weaponry +1 (bite), Flight +8 (Flaw: Winged), Super-Skill +4 (Hide, Extra: Spot), Super-Skill +8 (Hide, Flaw: only in foliage), Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +9.

[10 HD large Giant Praying Mantis used as base.  A 12 HD specimen would have +1 Atk and +1 AS: Fort, Ref & Will.]

 

Giant Wasp: large Vermin; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 20 ft., fly 60 ft. (good); Atk +6 melee (+4 dmg, sting); SV Dmg +6, Fort +3, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11.

Skills: Spot +9, Survival +1.

Feats: Darkvision, Unusual Size (large), Improved Stability.

Powers: Flight +12 (Extras: Increased Maneuverability x2 (good), Flaw: Limited – Winged Flight), Drain +4 (Extras: Trigger (on a stinger hit), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with sting attack (does not need to do damage)), Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +4.

[6 HD large Giant Wasp used as base.  An 8 HD specimen would have +1 Atk and +1 AS: Fort.]

 

Giant Wasp: huge Vermin; Init +0; Defense 8 (-2 size); Spd 20 ft., fly 60 ft. (good); Atk +8 melee (+11 dmg, sting); SV Dmg +11, Fort +6, Ref +1, Will +2; Str 20, Dex 10, Con 18, Int -, Wis 13, Cha 11.

Skills: Spot +9, Survival +1.

Feats: Darkvision, Unusual Size (huge), Improved Stability.

Powers: Super-Strength +6, Flight +12 (Extras: Increased Maneuverability x2 (good), Flaw: Limited – Winged Flight), Drain +6 (Extra: Trigger (on a stinger hit), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with sting attack (does not need to do damage)), Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +7.

[10 HD large Giant Wasp used as base.  At 12 HD add +1 Atk and +1 AS: Fort, Ref & Will.  At 14 HD add +2 Atk and +1 AS: Fort, Ref & Will.]

 

Monstrous Centipede, tiny: tiny Vermin; Init +2 (Dex); Defense 14 (+2 size, +2 Dex); Spd 20 ft., climb 20 ft.; Atk +4 melee (-5 dmg, bite); SV Dmg +0, Fort +1, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +10, Hide +18, Spot +4.

Feats: Attack Finesse, Darkvision, Unusual Size (tiny), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +1 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Amazing Save: Fortitude +1.

[1/4 HD tiny Monstrous Centipede used as base.]

 

Monstrous Centipede, small: small Vermin; Init +2 (Dex); Defense 13 (+1 size, +2 Dex); Spd 30 ft., climb 30 ft.; Atk +3 melee (-3 dmg, bite); SV Dmg +1, Fort +1, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +10, Hide +14, Spot +4.

Feats: Attack Finesse, Darkvision, Unusual Size (small), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +2 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Amazing Save: Fortitude +1, Amazing Save: Damage +1.

[1/2 HD small Monstrous Centipede used as base.]

 

Monstrous Centipede, medium: medium Vermin; Init +2 (Dex); Defense 12 (+2 Dex); Spd 40 ft., climb 40 ft.; Atk +2 melee (+0 dmg, bite); SV Dmg +2, Fort +1, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +10, Hide +10, Spot +4.

Feats: Attack Finesse, Darkvision, Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +3 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Running +2, Natural Weaponry +1 (bite), Amazing Save: Fortitude +1, Amazing Save: Damage +2.

[1 HD medium Monstrous Centipede used as base.]

 

Monstrous Centipede, large: large Vermin; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 40 ft., climb 40 ft.; Atk +3 melee (+2 dmg, bite); SV Dmg +3, Fort +1, Ref +2, Will +0; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +10, Hide +6, Spot +4.

Feats: Attack Finesse, Darkvision, Unusual Size (large), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +4 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Running +2, Natural Weaponry +1 (bite), Amazing Save: Fortitude +1, Amazing Save: Damage +3.

[4 HD large Monstrous Centipede used as base.]

 

Monstrous Centipede, huge: huge Vermin; Init +2 (Dex); Defense 10 (-2 size, +2 Dex); Spd 40 ft., climb 40 ft.; Atk +5 melee (+5 dmg, bite); SV Dmg +7, Fort +3, Ref +3, Will +1; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2.

Skills: Climb +11, Hide +2, Spot +4.

Feats: Darkvision, Unusual Size (huge), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach (+5 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +6 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Running +2, Natural Weaponry +2 (bite), Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +6.

[8 HD large Monstrous Centipede used as base.  A 10 HD specimen would have +1 Atk.]

 

Monstrous Centipede, gargantuan: gargantuan Vermin; Init +2 (Dex); Defense 8 (-4 size, +2 Dex); Spd 40 ft., climb 40 ft.; Atk +7 melee (+8 dmg, bite); SV Dmg +11, Fort +4, Ref +4, Will +2; Str 20, Dex 15, Con 12, Int -, Wis 10, Cha 2.

Skills: Climb +14, Hide -2, Spot +4.

Feats: Darkvision, Unusual Size (gargantuan), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach x2 (+10 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +8 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Running +2, Natural Weaponry +2 (bite), Super-Strength +1, Amazing Save: Fortitude +3, Amazing Save: Reflex +2 (Extra: Will), Amazing Save: Damage +10.

[12 HD gargantuan Monstrous Centipede used as base.  At 16 HD add +2 Atk and +1 AS: Fort. At 18 HD add +3 Atk, +1 AS: Fort, Ref & Will. At 20 HD add +4 Atk, +2 AS: Fort and +1 AS: Ref & Will.]

 

Monstrous Centipede, colossal: colossal Vermin; Init +1 (Dex); Defense 3 (-8 size, +1 Dex); Spd 40 ft., climb 40 ft.; Atk +9 melee (+12 dmg, bite); SV Dmg +17, Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 12, Int -, Wis 10, Cha 2.

Skills: Climb +16, Hide -7, Spot +4.

Feats: Darkvision, Unusual Size (colossal), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach x3 (+15 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide)) +8, Super-Skill (Spot) +4, Drain: Physical Attributes +12 (Extras: Trigger (bite attack), Secondary Effect, Flaw: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Running +2, Natural Weaponry +4 (bite), Super-Strength +3, Amazing Save: Fortitude +6, Amazing Save: Reflex +4 (Extra: Will), Amazing Save: Damage +16.

[24 HD colossal Monstrous Centipede used as base.  At 36 HD add +6 Atk, +3 AS: Fort and +2 AS: Ref & Will. At 48 HD add +12 Atk, +6 AS: Fort and +4 AS: Ref & Will.]

 

Monstrous Scorpion, tiny: tiny Vermin; Init +0; Defense 12 (+2 size); Spd 20 ft.; Atk –2/-7 melee (-4 dmg, claw, -4 dmg, sting); SV Dmg +4, Fort +3, Ref +0, Will +0; Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +0, Hide +12, Spot +4.

Feats: Attack Finesse, Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (tiny), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +1 (Extras: Trigger (stinger attack), Secondary Effect, Flaws: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Amazing Save: Fortitude +1, Amazing Save: Damage +2.

[1/2 HD tiny Monstrous Scorpion used as base.]

 

Monstrous Scorpion, small: small Vermin; Init +0; Defense 11 (+1 size); Spd 30 ft.; Atk +0/-5 melee (-1 dmg, claw, -1 dmg, sting); SV Dmg +5, Fort +3, Ref +0, Will +0; Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +3, Hide +8, Spot +4.

Feats: Attack Finesse, Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (small), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +2 (Extras: Trigger (stinger attack), Secondary Effect, Flaws: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Amazing Save: Fortitude +1, Amazing Save: Damage +3.

[1 HD small Monstrous Centipede used as base.]

 

Monstrous Scorpion, medium: medium Vermin; Init +0; Defense 10; Spd 40 ft.; Atk +2/-5 melee (+1 dmg, claw, +0 dmg, sting); SV Dmg +6, Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +5, Hide +4, Spot +4.

Feats:  Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +3 (Extras: Trigger (stinger attack), Secondary Effect, Flaws: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Running +2, Amazing Save: Fortitude +1, Amazing Save: Damage +4.

[2 HD medium Monstrous Centipede used as base.  At 4 HD add +1 Atk.]

 

Monstrous Scorpion, large: large Vermin; Init +0; Defense 9 (-1 size); Spd 50 ft.; Atk +6/+1 melee (+5 dmg, claw, +3 dmg, sting); SV Dmg +9, Fort +3, Ref +1, Will +1; Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +8, Hide +0, Spot +4.

Feats:  Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (large), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +4 (Extras: Trigger (stinger attack), Secondary Effect, Flaw: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Running +4, Natural Weaponry +1 (claws, sting), Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +7.

[6 HD large Monstrous Centipede used as base.  At 8 HD add +1 Atk and AS: Fort.]

 

Monstrous Scorpion, huge: huge Vermin; Init +0; Defense 8 (-2 size); Spd 50 ft.; Atk +9/+4 melee (+7 dmg, claw, +4 dmg, sting); SV Dmg +15, Fort +6, Ref +2, Will +2; Str 20, Dex 10, Con 16, Int -, Wis 10, Cha 2.

Skills: Climb +10, Hide -4, Spot +4.

Feats:  Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (huge), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Extra Reach (+5 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +6 (Extras: Trigger (stinger attack), Secondary Effect, Flaw: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Running +4, Natural Weaponry +1 (claws, sting), Super-Strength +1, Amazing Save: Fortitude +3, Amazing Save: Reflex +2 (Extra: Will), Amazing Save: Damage +12.

[12 HD huge Monstrous Centipede used as base.  At 18 HD add +3 Atk and +1 AS: Fort, Ref & Will.]

 

Monstrous Scorpion, gargantuan: gargantuan Vermin; Init +0; Defense 6 (-4 size); Spd 50 ft.; Atk +11/+7 melee (+12 dmg, claw, +7 dmg, sting); SV Dmg +21, Fort +8, Ref +3, Will +3; Str 20, Dex 10, Con 16, Int -, Wis 10, Cha 2.

Skills: Climb +14, Hide -8, Spot +4.

Feats:  Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (gargantuan), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Extra Reach x2 (+10 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +8 (Extras: Trigger (stinger attack), Secondary Effect, Flaw: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Running +4, Natural Weaponry +2 (claws, sting), Super-Strength +5, Amazing Save: Fortitude +5, Amazing Save: Reflex +3 (Extra: Will), Amazing Save: Damage +18.

[20 HD gargantuan Monstrous Centipede used as base.  At 24 HD add +2 Atk and +1 AS: Fort, Ref & Will. At 36 HD add +8 Atk, +4 AS: Fort and +3 AS: Ref & Will.]

 

Monstrous Scorpion, colossal: colossal Vermin; Init -1; Defense 1 (-8 size, -1 Dex); Spd 50 ft.; Atk +21/+16 melee (+14 dmg, claw, +8 dmg, sting); SV Dmg +28, Fort +15, Ref +7, Will +8; Str 20, Dex 8, Con 16, Int -, Wis 10, Cha 2.

Skills: Climb +16, Hide -12, Spot +4.

Feats:  Darkvision, Blind-fight, Improved Grab (may attempt a Grapple check (using either its Str or Dex modifier) as a Free Action if a Claw hits), Improved Grapple (can apply automatic Claw damage on a successful Grapple), Unusual Size (colossal), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Sting S), Extra Reach x5 (+25 ft.), Improved Stability.

Powers: Super-Skill (Climb, Extra: Hide, Spot)) +4, Drain: Physical Attributes +10 (Extras: Trigger (stinger attack), Secondary Effect, Flaws: One Attribute (Con), Limited - Must hit with Stinger (doesn’t have to score damage)), Running +4, Natural Weaponry +2 (claws, sting), Super-Strength +7, Amazing Save: Fortitude +12, Amazing Save: Reflex +8 (Extra: Will), Amazing Save: Damage +25.

[48 HD huge Monstrous Centipede used as base.  At 60 HD add +6 Atk, +3 AS: Fort and +2 AS: Ref & Will.]

 

Monstrous Spider, tiny: tiny Vermin; Init +3 (Dex); Defense 15 (+2 size, +3 Dex); Spd 20 ft., climb 10 ft.; Atk +5 melee (-4 dmg, bite); SV Dmg +0, Fort +1, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +11*, Hide +15*, Jump –4*, Spot +4.

Feats: Attack Finesse, Blind-fight, Darkvision, Unusual Size (tiny), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +2 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Str), Limited - Must hit with bite attack (does not need to do damage)), Amazing Save: Fortitude +1.

[1/2 HD tiny Monstrous Spider used as base.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Tiny Web-Spinning Spider has Snare +2.]

 

Monstrous Spider, small: small Vermin; Init +3 (Dex); Defense 14 (+1 size, +3 Dex); Spd 30 ft., climb 20 ft.; Atk +4 melee (-2 dmg, bite); SV Dmg +0, Fort +1, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +11, Hide +11*, Jump –2*, Spot +4*.

Feats: Attack Finesse, Blind-fight, Darkvision, Unusual Size (small), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +3 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Str), Limited - Must hit with bite attack (does not need to do damage)), Amazing Save: Fortitude +1.

[1 HD small Monstrous Spider used as base.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Small Web-Spinning Spider has Snare +4.]

 

Monstrous Spider, medium: medium Vermin; Init +3 (Dex); Defense 13 (+3 Dex); Spd 30 ft., climb 20 ft.; Atk +4 melee (+1 dmg, bite); SV Dmg +2, Fort +2, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2.

Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*.

Feats: Attack Finesse, Blind-fight, Darkvision, Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +4 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Str), Limited - Must hit with bite attack (does not need to do damage)), Natural Weaponry +1 (bite), Amazing Save: Fortitude +1, Amazing Save: Damage +1.

[2 HD medium Monstrous Spider used as base.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Medium Web-Spinning Spider has Snare +6.]

 

Monstrous Spider, large: large Vermin; Init +3 (Dex); Defense 12 (-1 size, +3 Dex); Spd 30 ft., climb 20 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +3, Fort +2, Ref +3, Will +0; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2.

Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*.

Feats: Blind-fight, Darkvision, Unusual Size (large), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +6 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Str), Limited - Must hit with bite attack (does not need to do damage)), Natural Weaponry +1 (bite), Amazing Save: Fortitude +1, Amazing Save: Damage +2.

[4 HD large Monstrous Spider used as base.  At 6 HD add +1 to Atk and +1 AS: Ref & Will.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Large Web-Spinning Spider has Snare +12.]

 

Monstrous Spider, huge: huge Vermin; Init +3 (Dex); Defense 11 (-2 size, +3 Dex); Spd 30 ft., climb 20 ft.; Atk +6 melee (+6 dmg, bite); SV Dmg +7, Fort +4, Ref +4, Will +1; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +12, Hide –1*, Jump +4*, Spot +4*.

Feats: Blind-fight, Darkvision, Unusual Size (huge), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach (+5 ft.), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +8 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Str), Limited - Must hit with bite attack (does not need to do damage)), Natural Weaponry +2 (bite), Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Damage +5.

[8 HD huge Monstrous Spider used as base.  At 12 HD add +2 Atk and +1 AS: Fort, Ref & Will.  At 14 HD add +3 Atk and +1 AS: Fort, Ref & Will]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Huge Web-Spinning Spider has Snare +14.]

 

Monstrous Spider, gargantuan: gargantuan Vermin; Init +3 (Dex); Defense 9 (-4 size, +3 Dex); Spd 30 ft., climb 20 ft.; Atk +9 melee (+9 dmg, bite); SV Dmg +12, Fort +6, Ref +5, Will +2; Str 20, Dex 17, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +14, Hide -2, Spot +4.

Feats: Blind-fight, Darkvision, Unusual Size (gargantuan), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach x2 (+10 ft.), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +12 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Natural Weaponry +2 (bite), Super-Strength +2, Amazing Save: Fortitude +4, Amazing Save: Reflex +2 (Extra: Will), Amazing Save: Damage +10.

[16 HD gargantuan Monstrous Spider used as base.  At 24 HD add +4 Atk and +2 AS: Fort, Ref & Will.  At 30 HD add +7 Atk and +3 AS: Fort, Ref & Will.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Gargantuan Web-Spinning Spider has Snare +16.]

 

Monstrous Spider, colossal: colossal Vermin; Init +2 (Dex); Defense 4 (-8 size, +2 Dex); Spd 40 ft., climb 40 ft.; Atk +13 melee (+14 dmg, bite); SV Dmg +20, Fort +10, Ref +6, Will +5; Str 20, Dex 15, Con 14, Int -, Wis 10, Cha 2.

Skills: Climb +14, Hide -2, Spot +4.

Feats: Blind-fight, Darkvision, Unusual Size (colossal), Skill Finesse: Climb (Can use Dex mod instead of Str mod for Climb checks), Extra Reach x5 (+25 ft.), Improved Stability.

Powers: Super-Skill (Climb) +8, Super-Skill (Spot, Extra: Hide) +4, Drain: Physical Attributes +16 (Extras: Trigger (bite attack), Secondary Effect, Flaws: One Attribute (Dex), Limited - Must hit with bite attack (does not need to do damage)), Natural Weaponry +4 (bite), Super-Strength +5, Amazing Save: Fortitude +8, Amazing Save: Reflex +5 (Extra: Will), Amazing Save: Damage +18.

[32 HD colossal Monstrous Spider used as base.  At 48 HD add +8 Atk, +4 AS: Fort and +3 AS: Ref & Will.  At 60 HD add +14 Atk, +7 AS: Fort and +4 AS: Ref & Will.]

[Hunting Spiders have Running +2, Super-Skill (Spot) +8 (replacing the normal Super-Skill (Spot) +4) and Super-Skill (Jump) +10.]

[Web-Spinning Spiders have Snare (Flaw: Uses - 8 per day).  The ability to create sheet webs as traps should be considered an Area / Subtle / Continuous Duration version of same power with 3 applications of the Slow Flaw (takes 1 hour to construct).  All Web-Spinning Monstrous Spiders have a Power Stunt that makes their webbing particularly strong and sticky, adding +4 to the DC of Escape Artist attempts to break free.  Web-Spinning Spiders have Super-Skill +8 (Hide, Extra: Move Silently, Flaw: only in their webs).  A Colossal Web-Spinning Spider has Snare +18.]