Monster adjustement


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The only problem I can see seems to be a missing feat. I recommend weapon finesse so it isn't so bad when trying to attack.
 

The only problem I can see seems to be a missing feat. I recommend weapon finesse so it isn't so bad when trying to attack.
Giving it weapon finesse as a Bonus Feat sounds like a good idea, but the reason why the scorpion does not start out with feats is...

Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Most vermin, however, are mindless and gain no skill points or feats. Vermin have no class skills.

Also, consider changing Grab to Attach. Use the stirge as a guideline.
 
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Male Scorpion, Greensting
N Tiny Vermin
Init +3; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +4
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DEFENSE
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AC 22, touch 15, flat-footed 19. . (+3 Dex, +2 size, +7 natural)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting
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OFFENSE
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Spd 50 ft.
Melee Claw x2 (Scorpion, Greensting) -2 x2 (1d2-4/20/x2) and
. . Constrict (Scorpion, Greensting) -2 (1d2-4/20/x2) and
. . Sting (Scorpion, Greensting) -2 (1d2-4/20/x2) and
. . Unarmed Strike -2 (1-4/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Grab
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STATISTICS
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Str 3, Dex 16, Con 10, Int -, Wis 10, Cha 2
Base Atk +0; CMB +1 (+5 Grappling); CMD 7
Feats (None)
Skills Climb +7, Fly +0, Perception +4, Stealth +15
Languages
SQ Poison: Sting-injury (DC 10) (Ex)

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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Diminutive) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison: Sting-injury (DC 10) (Ex) Poison deals 1d2 STR damage, 1/round for 6rounds, cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

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