Sasori CR 7

XP 3,200

LE Large monstrous Humanoid

Init +5; Senses darkvision 60 ft.; Perception +20


AC 20 touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)

hp 78 (12d10+12)

Fort +7, Ref +11, Will +10

Defensive Abilities fire Resistance 5; Immune sleep; SR 18


Speed 40 ft.

Melee sting +16 (1d8+4 plus poison), 2 claws +16 (2d6+4), or

Special Attacks poison, Trample (1d6+4, DC 20)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 10th)

1/day – major image (DC 15)

2/day – mirror image (DC 14)


Str 19, Dex 16, Con 13, Int 18, Wis 14, Cha 15

Base Atk +12; CMB +17; CMD 30 (34 vs. trip attempts)

Feats Alertness, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (sting), Skill focus (perception)

Skills Diplomacy +4, Intimidate +17, Perception +20, Sense Motive +15

Languages Common, Terran


Poison (Ex)

Sting – injury; save Fort DC 17; frequency 1/round. for 6 rounds.; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.


Environment warm desert, plains, hills

Organization solitary, pair, company (3-5), patrol (6-20 plus 2-8 Medium-sized scorpions plus 1 ranger of 3rd-5th level), or troop (21-40 plus 4-32 Medium-sized scorpions plus 1-4 giant scorpions plus 1 cleric of 6th-8th level plus 1 ranger of 6th-8th level)

Treasure Standard

Sasori are scorpion counterparts to driders and found often in their company on the edges of drow society. Twisted and evil they relish melee combat enjoying the sensation of crushing the life from their foes with powerful claws.

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