Scorpion, Greensting

Though its pincers seem too small to harm anything larger than an insect, this scorpion’s stinger still appears dangerous.
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.
Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
ECOLOGY
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.