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“Scorpionfolk: Venomous Nomads of the Desert Dunes”

Scorpionfolk : Venomous Nomads of the Desert Dunes
Created with Midjourney

Scorpionfolk are terrifying desert nomads, a deadly fusion of humanoid cunning and scorpion predation. Towering over most adventurers, they stalk the dunes and rocky plains with lethal precision, using illusions, brute strength, and venom to dominate prey and rivals alike. Their presence is both mesmerizing and horrifying—striking fear before a single attack lands. Fearless, relentless, and highly intelligent, Scorpionfolk are among the desert’s most dangerous inhabitants, thriving where other races falter and turning even simple survival into a strategic, deadly art.

Appearance:
From the waist up, Scorpionfolk are four-armed humanoids encased in a black, chitinous exoskeleton. One pair of arms ends in massive crushing claws capable of splintering bone, while the other ends in dexterous hands, perfect for wielding lances, scimitars, or bows. Below the waist, their bodies transition into the segmented, armored lower half of a colossal scorpion, complete with powerful legs and a venomous tail coiled menacingly overhead. Their waxy gray skin shimmers faintly under the sun, and their completely black eyes absorb light, giving them a void-like, predatory gaze. Their stinger drips venom capable of incapacitating foes with a single strike.

Behaviour:
Scorpionfolk are nomadic and often solitary, though they can form small hunting patrols or larger tribes when advantageous. They are highly intelligent and cunning, combining patience and deception with ferocious combat skill. Territorial by nature, they hold grudges and employ both subtlety and sheer force when defending their hunting grounds or settling scores. They are pragmatic survivors, willing to negotiate with powerful allies if it ensures survival or advantage.

Habitat:
These creatures dwell in the harshest deserts, arid plains, and rocky hills. They rarely settle, instead moving constantly to follow prey, locate water sources, and avoid rivals. Scorpionfolk camps are utilitarian, often consisting of tents and minimal supplies, reflecting a life honed for survival under the relentless sun and sand.

Modus Operandi:
Scorpionfolk are strategic hunters. They use innate magical abilities, like major image and mirror image, to create illusions of oases, wells, or other desert attractions, luring travelers into traps. When prey is close, they strike with weapons, claws, stingers, and trampling attacks, overwhelming even the strongest opponents. They may also wield ranged weapons and engage in bartering with powerful creatures when advantageous. Hunting, raiding, and foraging form the core of their sustenance.

Motivation:
Survival, dominance, and tribal cohesion drive Scorpionfolk. They respect strength and cunning, exploit weakness wherever they find it, and ruthlessly pursue resources to maintain their austere, nomadic lifestyle. Every action, from ambush to alliance, is calculated to preserve their harsh way of life, making them formidable, relentless desert predators.


  • Scorpionfolk 5e
  • Scorpionfolk Pathfinder
Scorpionfolk : Venomous Nomads of the Desert Dunes
Created with Midjourney

Large monstrosity, lawful evil

Armor Class: 16 (natural armor)
Hit Points: 112 (15d10 + 30)
Speed: 40 ft.

STRDEXCONINTWISCHA
19 (+4)14 (+2)15 (+2)13 (+1)14 (+2)15 (+2)

Saving Throws: Dex +5, Con +5, Wis +5
Skills: Athletics +8, Perception +5, Stealth +5, Survival +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., tremorsense 30 ft., passive Perception 15
Languages: Common, Terran
Challenge: 7 (2,900 XP)


Traits

Desert Nomad. The scorpionfolk ignores difficult terrain made of sand or loose rock.

Camouflage. The scorpionfolk has advantage on Dexterity (Stealth) checks to hide in desert or rocky terrain.

Innate Illusion (1/Day). The scorpionfolk can cast major image (spell save DC 13) without material components. Its innate spellcasting ability is Intelligence.


Actions

Multiattack. The scorpionfolk makes three attacks: two with its claws and one with its stinger.

Crushing Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of its turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 5) piercing damage.


Reactions

Sand Ambush. When a creature the scorpionfolk can see enters a square of sand or loose earth within 30 feet of it, the scorpionfolk can make one claw attack against that creature.


Legendary Actions

The scorpionfolk can take 1 legendary action at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Quick Burrow. The scorpionfolk moves up to half its speed without provoking opportunity attacks.
  • Venomous Swipe. The scorpionfolk makes one claw attack.

Description

Scorpionfolk are nomadic predators of the desert, a terrifying fusion of humanoid intellect and scorpion lethality. They stalk travelers with calculated precision, luring victims with illusions of oasis or water before striking with claws, stingers, and spears. Fiercely territorial and highly intelligent, they survive where few creatures dare, moving constantly to track prey and preserve scarce resources. Scorpionfolk value strength and cunning, exploiting weakness whenever possible, making them formidable opponents even for experienced adventurers.

Scorpionfolk : Venomous Nomads of the Desert Dunes
Created with Chat gpt

XP 3,200
LE Large monstrous humanoid
Init +5; Senses darkvision 60 ft.; Perception +17 

DEFENSE

AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 78 (12d10+12)
Fort +7, Ref +9, Will +10 Resist fire 5; SR 18 

OFFENSE

Speed 40 ft.
Melee sting +16 (1d8+4 plus poison), 2 claws +13 (1d6+2), or large heavy lance +17 (2d6+6), sting +14 (1d8+2 plus poison), 2 claws +13 (1d6+2)
Special Attacks  poison, trample (1d6+4, DC 20)
Space10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th)
1/day – major image (DC 15)
2/day – mirror image 

STATISTICS

Str 19, Dex 12, Con 13, Int 18, Wis 14, Cha 15
Base Atk +12; CMB +17; CMD 28 (32 vs. trip attempts)
Feats Alertness, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Weapon Focus (sting)
Skills Diplomacy +4, Intimidate +17, Perception +17, Sense Motive +15
Languages Common, Terran 

SPECIAL ABILITIES

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.

ECOLOGY

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

Scorpionfolk are nomadic creatures forced into desolate regions by other races. From the waist up, a scorpionfolk appears to be a four-armed humanoid covered with black armor. From the waist down, it looks like an enormous scorpion. One pair of arms ends in vicious claws, while the other pair ends in humanoid hands.

A scorpionfolk has waxy, gray skin, and its eyes are entirely black. Scorpionfolk use major image to create illusions of small oases or wells, luring travelers into traps. They then charge their opponents, attacking with their lances. Any who survive the charge are trampled and attacked with stingers, claws, and any melee weapons carried by the creatures. In addition to their claws and sting, scorpionfolk may use fachions, spears, scimitars, short bows, or crossbows.

Scorpionfolk are nomads that live austerely and move frequently. They carry their belongings with them, and use tents for shelter. Companies and patrols are usually younger individuals out hunting or scouting in force. Scorpionfolk tribes tend to include more experienced (and less expendable) individuals. Scorpionfolk survive through a combination of hunting, foraging, and raiding. They sometimes barter with creatures powerful enough to withstand their attacks.

Section 15: Copyright Notice

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

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