Much like the displacer beast and mindflayer, the scorrow is a trademarked and licensed creature that cannot be used by any parties outside of Wizards. So instead, this is a girtablilu from Pathfinder 1e (Bestiary 3), merged with the Simple Class ranger template and drowblood template. That said, for those wondering why certain feats were given or why the CR is what it is, I tried to keep it relatively close to the original build, minus the long knife weapon, and monster creation rules are very specific as to what is expected for a creature to have for hit points, average damage, attack bonuses, AC, special attack DC’s, and saves. I could have very easily increased the damage and hit ratio, but then it wouldn’t match the CR. That said, despite adding +1 CR and +2 CR template to a CR 8, it was not going to reach CR 11 without a fair bit of help so I adjusted it as needed.
SCORROW CR 10
XP 9,600
Variant drowblood girtablilu ranger
N Large monstrous humanoid (elf)
Init +7; Senses darkvision 80 ft., tremorsense 30 ft.; Perception +16
DEFENSE
AC 24, touch 13, flat-footed 20 (+2 armor, +3 Dex, +1 dodge, +9 natural, –1 size)
hp 136 (13d10+65)
Fort +9, Ref +13, Will +10; +1 vs. spells and spell-like abilities
Defensive Abilities evasion; Immune sleep; SR 22
OFFENSE
Speed 50 ft.
Melee mwk short sword +18/+13/+8 (1d6+7/19–20), mwk short sword +18/+13 (1d6+3/19–20), 2 claws +17 (1d6+3 plus grab), sting +18 (1d6+3 plus poison)
Ranged chakram +14 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+7), favored enemy (choose one: animals, giants, or magical beasts +6)
Spell-Like Abilities (CL 13th; concentration +13)
1/day—dancing lights, darkness, faerie fire, summon nature's ally VI (1d4+1 giant scorpions)
STATISTICS
Str 24, Dex 17, Con 20, Int 12, Wis 14, Cha 11
Base Atk +13; CMB +21 (+25 grapple); CMD 35 (46 vs. trip)
Feats Dodge, Improved Initiative, Improved Two-Weapon FightingB, Lightning Reflexes, Mobility, Multiattack, Quick DrawB, Two-Weapon FightingB, Vital Strike, Weapon Focus (sting)
Skills Acrobatics +16, Climb +18, Intimidate +16, Knowledge (history) +6, Perception +16, Sense Motive +9, Stealth +13, Survival +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Girtablilu, Undercommon
SQ drow blood, scorpion empathy +13, track +13, undersized weapons
Gear 2 mwk short swords, 3 chakrams
SPECIAL ABILITIES
Drow Blood (Ex) Drowblood creatures are considered to be members of the base creature's race and the drow and elf races for the purpose of racially specific special abilities and effects.
Poison (Ex) Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Scorpion Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu gains a racial bonus on this check equal to its Hit Dice. Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).