# Stinger
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d8 (×2)
> >chainMelee/Ranged: +6/+5
> >Secondary: +1/+0
> >Multiattack: +4/+3
> >M/R_PA: +6/+5
> >2nd/PA: +1/+0
> >MA_PA: +4/+3
> >Itterative: 1
> > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +3; StrPA2H: +4; StrPAOH: +1
> > xDCs:: Str: 15; Dex: 14; Con: 14; Int: 12; Wis: 12; Cha: 13
> > xFeat:: 2/2 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Stinger</div>
<div class="CR">CR 4 (1,200 XP)</div>
<div class="SOU">Monster Compendium: Monsters of Faerûn</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Monstrous Humanoid
**Init** +6
**Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +7
#### defense
**AC** 15, 11 touch, 13 flat-footed (+2 Dex, +4 natural, -1 size)
**hp** 28 (4d10+8)
**Fort** +3, **Refl** +6, **Will** +4
**Feint** 14, **Demoralize** 14
#### offense
**Speed** 30 ft.
**Melee** bite +10 (1d8+7) or spiked chain +6 (2d6+3), sting +1 (1d6+1 plus poison)
**Space** 10 ft., **Reach** 5 ft. (10 ft. with stinger and spiked chain)
**Special Attacks** bolthole magic, feats, poison, tremorsense
#### statistics
**Str** 16, **Dex** 14, **Con** 14, **Int** 10, **Wis** 10, **Cha** 12
**BAB** +4, **CMB** +8, **CMD** 20, **TA** +6, **RTA** +5
**Feats** [[Exotic Weapon Proficiency]] (spiked chain), [[Improved Initiative]]
**Skills** Perception +7, Sense Motive +4, Stealth +7, Survival +7
**Languages**
#### special abilities
### Bolthole Magic (Sp)
A stinger can move 20 feet straight up or straight down, so long as it passes through at least a foot of earth during its movement. For every 5 feet (or fraction thereof) of earth the stinger moves through, it suffers 1d3 points of damage. If a stinger's planned movement would place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Stingers use their bolthole magic to move between previously prepared tunnels and the surface above, or sequences of tunnels, stacked one beneath the other.
### Feats (Ex)
Stingers have Improved Initiative as a bonus feat. Stingers' tremorsense, bolthole magic ability, and excellent initiative frequently enable them to get in the first strike in any combat encounter. They hope to weaken their enemies with their poison sting.
### Poison (Ex)
Sting—Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 2 consecutive saves. The DC save is Constitution-based.
### Tremorsense (Ex)
Stingers can automatically sense the location of anything within 60 feet that is in contact with the ground.