Encounters: Anauroch - The Sword - Deep Desert (Night)

Swarm, Scorpion (CR 5)

Diminutive Vermin (Swarm)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., tremorsense 30 ft., and Spot +4


AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Hit Dice: 9d8+9 (49 hp)
Fort +7, Ref +7, Will +3


Speed: 20 ft., climb 20 ft.
Space: 10 ft./0 ft.
Base Attack +6; Grapple -
Attack: Swarm
Full Attack: Swarm
Damage: Swarm 2d6 plus rend plus poison
Special Attacks: Distraction, poison, rend 4d6


Abilities: Str 1, Dex 19, Con 12, Int -, Wis 10, Cha 2
Special Qualities: swarm traits, vermin traits
Feats: Weapon Finesse
Skills: Climb +12 and Spot +4
Advancement: None


Climate/Terrain: Warm deserts
Organization: Solitary, gathering (2-4 swarms), or living mat (7-12 swarms)
Treasure: None


Source: Sandstorm

A scorpion swarm seeks to surround and attack any living creature it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a scorpion swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC is, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Rend (Ex): If a scorpion swarm successfully distracts a foe it surrounds, it takes advantage of the distraction and tears the victim's flesh. This attack automatically deals an extra 4d6 points of damage.

Skills: A scorpion swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks.

A scorpion swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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