Ghost Scorpion

Ghost Scorpion (CR ½)
Small vermin
Init 10; Senses darkvision, tremorsense 60 ft.; Notice 14
Defense
AC 12, flat-footed 12 (+1 natural, +1 size)
HP 13 (2d8+4)
Fort +5, Ref +0, Will +0
Immune emotion, mind
Offense
Speed 30 ft.
Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison)
Special Attacks pounce
Statistics
Str 10, Dex 11, Con 14, Int —, Wis 10, Cha 2
Base Atk +1; CMB +0; CMD 10 (22 vs. trip)
Skills Perception +4, Stealth +8; Racial Modifiers +4 Perception
SQ camouflage +4
Ecology
Environment desert, underground
Organization solitary, pair, nest (3-6)
Treasure none
Special Abilities
Poison (Ex; Con) Sting—injury; track Strength; save Fort DC 13 (2 hp); frequency 1/round for 4 rounds; effect Healthy—WeakenedImpairedStaggeredImmobile; cure 1 save.

So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion’s body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.