This site is games | books | films

Fiendish Giant Scorpion

Fiendish Giant Scorpion
Microsoft Designer (bing.com)

Appearance: The Fiendish Giant Scorpion, a grotesque fusion of infernal energies and arachnid anatomy, boasts a nightmarish visage. Its exoskeleton, jet black and adorned with crimson markings, glows ominously, revealing the corrupt forces that course through its veins. Sinister, blood-red eyes gleam with malevolence, and its pincers, serrated and venomous, drip with an otherworldly toxin.

Behavior: This demonic arachnid exudes a malevolent intelligence, driven by a relentless instinct to serve its infernal masters. Cunning and strategic, it hunts with a diabolical precision, ambushing prey by blending seamlessly into the shadows. Despite its demonic origins, the Fiendish Giant Scorpion retains a primal connection to its arachnid nature, making it a silent and deadly predator.

Habitat: Preferring the desolate landscapes of the Abyss or infernal realms, the Fiendish Giant Scorpion thrives in environments tainted by demonic energies. Dark caverns and fiery chasms become its lair, where it guards demonic strongholds or lurks in the peripheries of hellish landscapes, awaiting commands from demonic overlords.

Modus Operandi: Stealth is the Fiendish Giant Scorpion’s ally. It patiently awaits its victims, striking with blinding speed when the opportunity arises. Its venom induces nightmarish hallucinations and physical decay, leaving those who survive its initial assault weakened and vulnerable to further demonic machinations.

Motivation: Driven by an unyielding allegiance to demonic forces, the Fiendish Giant Scorpion seeks to carry out the malevolent will of its infernal masters. Whether guarding demonic treasures, patrolling the borders of demonic domains, or serving as a relentless hunter in the service of demon lords, its motivation lies in perpetuating chaos and terror in the name of the Abyss.


  • Fiendish Giant Scorpion 5e
  • Fiendish Monstrous Scorpion 3.5
Fiendish Giant Scorpion 1
Microsoft Designer (bing.com)

Large fiend, neutral evil

Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft., climb 30 ft.


STRDEXCONINTWISCHA
18 (+4)15 (+2)18 (+4)6 (-2)12 (+1)5 (-3)

Saving Throws Str +7, Con +7
Skills Stealth +5
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11
Languages Abyssal, understands Infernal but can’t speak
Challenge 6 (2,300 XP)


Keen Smell. The fiendish giant scorpion has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The fiendish giant scorpion has advantage on saving throws against spells and other magical effects.

Infernal Venom. The fiendish giant scorpion’s pincers are coated with infernal venom. When a creature is hit by both pincer attacks, it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is also paralyzed while poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Multiattack. The fiendish giant scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw or take 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.

Fiendish Giant Scorpion
mohamed_hassan / Pixabay

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

From D&D Wiki

Fiendish Monstrous Scorpion, Small
Size/TypeSmall magical beast (Extraplanar)
Hit Dice1d8+2 (6 hp)
Initiative+0
Speed30 ft. (6 squares)
Armor Class14 (+1 size, +3 natural),, touch 11, flat-footed 14
Base Attack/Grapple+0/-4
AttackClaw +1 melee (1d3-1)
Full Attack2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison)
Space/Reach5 ft./5 ft.
Special AttacksConstrict 1d3-1, improved grab, poison, Smite Good 1/day
Special QualitiesDarkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell Resistance 6
SavesFort +4, Ref +0, Will +0
AbilitiesStrength 9, Dexterity 10, Constitution 14, Intelligence 3, Wisdom 10, Charisma 2
SkillsClimb +3, Hide +8, Spot +4
FeatsWeapon FinesseB
EnvironmentWarm deserts in an evil-aligned plane
OrganizationColony (2-5) or swarm (6-11)
Challenge Rating1/2
TreasureNone
AlignmentAlways evil (any)
Advancement
Level Adjustment

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage.

SizeFort DCDamage
Small121d2 Constitution

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Notes

  • This monster is a Small Monstrous Scorpion with the Fiendish Creature template added to it.
  • This monster can be summoned using the spell Summon Monster I.
Scroll to Top