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From Pathfinder Bestiary 2, which isn't enabled.

Cave Scorpion

CREATURE 1

Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.


Scorpions are frightening enough at their normal diminutive size, but when they grow to reach or surpass the size of a human, they become absolutely terrifying.


Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +7
Str +2, Dex +4, Con +3, Int -5, Wis +2, Cha -4
Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.


AC 16; Fort +6, Ref +9, Will +5
HP 20

Speed 30 feet, climb 15 feet
Melee Pincer +9 (agile, finesse), Damage 1d8+2 slashing plus Grab
Melee Stinger +9 (finesse), Damage 1d6+2 piercing plus Cave Scorpion Venom
Cave Scorpion Venom (poison)
Saving Throw DC 17 Fortitude

Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage and Enfeebled 1 (1 round)
Stage 3 1d8 poison damage and Enfeebled 2 (1 round).
Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Bestiary 2OGL