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Scorpionfolk

Scorpionfolk are towering, fearsome creatures, their forms a deadly fusion of humanoid intellect and the predatory might of scorpions. From the waist up, they resemble towering, four-armed humanoids encased in a sleek, black exoskeleton that offers formidable protection.

Their skin, a waxy, gray hue, gleams faintly under the harsh desert sun, and their eyes are entirely black—void-like orbs that reflect no light. Below the waist, their bodies morph into the chitinous, segmented tail and legs of a massive scorpion. They possess two pairs of arms: one pair ending in massive, powerful claws capable of crushing bone, while the other ends in humanoid hands, allowing them to wield weapons with precision. Their long, venomous stinger, coiled behind them, is a deadly weapon, ready to strike with both speed and fatal potency.

Scorpionfolk are nomadic and solitary by nature, drifting through the harshest deserts, plains, and hills, where few other races dare to venture. Their societies are small, often divided into hunting patrols or larger, tightly-knit tribes. While they can be fiercely territorial, they are pragmatic survivors who will trade or form alliances when necessary, often with those powerful enough to survive their lethal methods. Scorpionfolk hold grudges deeply and are capable of both subtlety and sheer force when dealing with enemies or rivals.

Their modus operandi is ruthlessly strategic. They use their innate magic to deceive and manipulate, casting illusions of oasis or water wells to lure the desperate and unwary into their deadly traps. Once a victim is drawn in, the Scorpionfolk charge, lances leveled, and attack with vicious swiftness. They are not above trampling foes underfoot or attacking with their sting, claws, and weaponry, ensuring that even the most resistant adversary is quickly overwhelmed. Foraging and raiding form a large part of their sustenance, but they are also known to barter with powerful beings capable of negotiating with them—though always with the intent of getting the upper hand.

Driven by survival, dominance, and the preservation of their nomadic tribes, Scorpionfolk’s motivations are rooted in a harsh necessity. They are relentless in their pursuit of resources, whether by hunting, scavenging, or raiding, and will stop at nothing to maintain their harsh way of life. Respect and strength are their guiding principles, and they view outsiders, particularly weaker races, as tools to be exploited or obstacles to be eradicated.


  • Scorpionfolk 5e
  • Scorpionfolk Pathfinder

Scorpionfolk
Large humanoid (scorpion), chaotic evil


Armor Class: 17 (natural armor)
Hit Points: 127 (15d10 + 45)
Speed: 40 ft.


STR 19 (+4)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 10 (+0)


Saving Throws: Str +7, Dex +5, Con +6
Skills: Acrobatics +5, Athletics +7, Perception +5, Stealth +5
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Terran
Challenge: 7 (2,900 XP)


Traits

  • Innate Poison Resistance. The Scorpionfolk has advantage on saving throws against poison and resistance to poison damage.
  • Scorpion’s Fury (Recharge 5-6). As a bonus action, the Scorpionfolk can activate its Scorpion’s Fury, which causes its claws to become incredibly sharp. For the next minute, the Scorpionfolk’s claw attacks deal an additional 2d6 slashing damage. This can be used once per short or long rest.
  • Spider Climb. The Scorpionfolk can move up, down, and across vertical surfaces and upside down along ceilings, without needing to make an ability check.
  • Poisonous Sting. Any creature that is hit by the Scorpionfolk’s sting must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

  • Multiattack. The Scorpionfolk makes three attacks: one with its sting and two with its claws, or it can replace one of its claw attacks with a heavy lance attack.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
  • Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 4) piercing damage, plus 9 (2d8) poison damage.
  • Heavy Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 4) piercing damage.
  • Trample (Recharge 4-6). The Scorpionfolk can move through the space of any creature that is at least one size smaller. The creature must succeed on a DC 15 Strength saving throw or be knocked prone and take 14 (4d6) bludgeoning damage. The Scorpionfolk can then move through the creature’s space without provoking opportunity attacks.

Spellcasting

The Scorpionfolk is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Minor Illusion, Eldritch Blast
  • 1st level (4 slots): Disguise Self, Charm Person, Shield, Sleep
  • 2nd level (3 slots): Mirror Image, Hold Person
  • 3rd level (2 slots): Counterspell, Major Image

Tactics

  • Ambush and Deception: The Scorpionfolk excels in creating illusions of oases or water sources using Major Image to lure travelers into the desert. When they approach, it uses its Spider Climb to quickly scale rocks or trees, gaining a high vantage point from which to strike.
  • Poisonous Strike: The Scorpionfolk leads with its Sting attack, poisoning its enemies early on. It then follows up with its Claws or Heavy Lance to deal significant physical damage.
  • Trample and Charge: If overwhelmed, the Scorpionfolk will activate Trample, charging through the battlefield to scatter enemies and create space. It uses this to either reposition or escape if necessary.
  • Hit-and-Run Tactics: Utilizing its Spider Climb, the Scorpionfolk prefers to move quickly between obstacles, striking when least expected. It uses Mirror Image to confuse opponents when they attempt to focus on it, making it difficult to land hits.
  • Poisoned Advantage: If any enemy becomes poisoned by its Sting, the Scorpionfolk will prioritize that target, knowing they are weaker and less likely to avoid further poison damage.

Legendary Actions

The Scorpionfolk can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Scorpionfolk regains spent legendary actions at the start of its turn.

  • Claw Strike. The Scorpionfolk makes one Claw attack.
  • Tail Lash (Costs 2 Actions). The Scorpionfolk makes a Sting attack.
  • Luring Illusion (Costs 2 Actions). The Scorpionfolk casts Minor Illusion or Disguise Self to trick enemies into thinking they are seeing something else.

Reactions

  • Poisonous Retaliation. When a creature hits the Scorpionfolk with a melee attack, the Scorpionfolk can use its reaction to make a Sting attack against that creature. If it hits, the target must make the Constitution saving throw or be poisoned.

Ecology

Scorpionfolk are often found in deserts, arid plains, and dry hills. They are solitary or travel in small groups of nomadic tribes, living off the land by hunting, scavenging, and raiding caravans. Their primary motivation is survival, but they will often capture and enslave weaker travelers or use them for trade. They are deeply territorial and will aggressively defend their territory from intruders. Despite their brutal nature, Scorpionfolk are shrewd and can engage in bartering with powerful enough adventurers, offering rare goods or information in exchange for protection or resources.

Their intricate traps and cunning ambush tactics are their most dangerous trait, using both their natural abilities and their magic to deceive and strike unexpectedly.

Scorpionfolk CR 7
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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