Giant Scorpion, “The Venomous Sentinel of the Sands”
“Brace yourself for the Giant Scorpion—a monstrous predator with a venomous sting that can bring down even the mightiest of warriors!”

The Giant Scorpion is a fearsome, massive arachnid, reaching up to 15 feet in length, with a sleek, armored exoskeleton that glimmers in shades of dark bronze and gold. Its body is segmented, with thick, plated carapaces that offer formidable protection. Two large pincers, as strong as steel, are capable of crushing bone with ease. Its tail is long and muscular, ending in a venomous stinger that can strike with lightning speed, delivering a paralyzing poison. Multiple rows of glowing, faintly luminous eyes line its head, giving it excellent night vision.
In terms of behavior, Giant Scorpions are solitary predators, driven by an unrelenting hunger for meat. They are highly territorial, often marking their domain with chemical signals or pheromones. They are ambush hunters, lying in wait beneath the sand or in the shadows, patiently waiting for prey to wander too close. Once an intruder is within range, they strike with brutal precision, using their pincers to trap and crush their victim before delivering a venomous sting.
Giant Scorpions typically inhabit desolate, arid environments such as deserts, caves, or volcanic regions, where their tough exoskeleton allows them to survive extreme temperatures. They often create intricate burrows or dens beneath the sand or rocky terrain to escape the heat of the day and lie in ambush during the night.
Their modus operandi revolves around stealth and patience. They wait for hours or even days, carefully calculating the best time to strike. When attacking, they rely on their surprise and speed, overpowering prey with overwhelming force and venom before retreating to feast on their catch in isolation.
Driven by a primal hunger and the need to assert dominance in their territory, Giant Scorpions are motivated by survival and territoriality. Their aggression stems from their desire to control and defend their hunting grounds, ensuring they have access to sufficient food and space to thrive.
Giant Scorpion 5e
Monstrous Scorpion 3.5
Giant Scorpion

Large beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 126 (12d10 + 60)
Speed: 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 20 (+5) | 1 (-5) | 13 (+1) | 4 (-3) |
Saving Throws: DEX +5, CON +8
Skills: Perception +4, Stealth +5
Senses: Darkvision 60 ft., passive Perception 14
Languages: None
Challenge: 6 (2,300 XP)
Traits
- Tremorsense (60 ft.): The Giant Scorpion can sense vibrations in the ground, allowing it to detect creatures within 60 feet of it that are moving on the ground. The creature does not need line of sight to sense the movement.
- Spider Climb: The Giant Scorpion can climb difficult surfaces, including walls and ceilings, without needing to make an ability check.
- Keen Smell: The Giant Scorpion has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack: The Giant Scorpion makes two attacks: one with its Claw and one with its Stinger.
- Claw (Melee Weapon Attack):
Attack Bonus: +6 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
The Giant Scorpion attempts to grapple the target. If it succeeds in grappling the target, the scorpion can move the target up to 15 feet on its turn. - Stinger (Melee Weapon Attack):
Attack Bonus: +6 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute.
While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Poison Spray (Recharge 5–6):
The Giant Scorpion exhales a cloud of venomous gas in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The Giant Scorpion can take 3 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 Giant Scorpion regains spent legendary actions at the start of its turn.
- Tail Swipe (Costs 2 Actions): The Giant Scorpion makes a tail attack against a creature within 10 feet. Hit: 15 (2d10 + 4) piercing damage.
- Scuttle (Costs 1 Action): The Giant Scorpion moves up to its speed without provoking opportunity attacks.
- Ambush Strike (Costs 3 Actions): If the Giant Scorpion is hidden from a creature, it can leap out and attack with its Claw, automatically gaining advantage on the attack roll.
Tactics
- Stealth and Ambush: The Giant Scorpion prefers to use the environment to its advantage, especially in rocky or sandy terrain. It uses its Spider Climb ability to move out of sight, then strikes when its prey is least expecting it. If it is fighting in a place with lots of cover (like a cave or desert ruins), it will use Ambush Strike to maximize its first attack.
- Pin and Poison: The scorpion often opens combat by attempting to Claw its target to begin a grapple, dragging the opponent close to it. While grappling, it follows up with its Stinger attack to paralyze and poison its prey. Once paralyzed, the Giant Scorpion will attempt to finish off its target with successive stinger strikes or simply drag it into a more isolated position to feast.
- Poison Cloud: If outnumbered or surrounded, the Giant Scorpion can use its Poison Spray to deal damage to multiple enemies and possibly paralyze several opponents at once, causing chaos in the enemy ranks.
- Retreat and Regroup: If the battle turns unfavorable, the Giant Scorpion will use Scuttle to reposition itself, using its Spider Climb to retreat to high ground or out of range, allowing it to reassess and reengage from a more advantageous position. It is smart enough to avoid risky combat if it senses it cannot win, and it is most dangerous when it has the upper hand.
Environment and Motivation
- Habitat: Giant Scorpions thrive in dry, arid environments like deserts, caves, and rocky plains. They create burrows in the sand or tunnels in rocky areas where they can ambush prey, using their Tremorsense to detect movements and vibrations. In these environments, the creature can remain hidden for long periods, waiting for the perfect opportunity to strike.
- Motivation: The Giant Scorpion is a territorial predator, driven by the need to feed and protect its lair. While not naturally aggressive unless provoked, it will defend its hunting grounds and burrows with extreme prejudice. It is solitary, preferring isolation, but will sometimes tolerate other creatures if there is enough space or resources. Its hunger for meat is unrelenting, and it will not hesitate to attack anything it perceives as a potential meal.
Monstrous scorpions are vicious predators that make unnerving scuttling noises as they speed across the ground. A monstrous scorpion has a low, flat body
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, 1E Monster Manual 2, Queen of the Demonweb Pits, Tales of the Lance, Monstrous Manual, Black Spine, Introduction to AD&D, Expert Boxed Set, Rules Cyclopedia, Classic D&D Game
Monstrous Scorpion | |||
Monstrous Scorpion, Tiny | Monstrous Scorpion, Small | Monstrous Scorpion, Medium | |
Tiny vermin | Small vermin | Medium vermin | |
Hit Dice | 1/2 d8+2 (4 hp) | 1d8+2 (6 hp) | 2d8+4 (13 hp) |
Initiative | +0 | +0 | +0 |
Speed | 20 ft. (4 squares) | 30 ft. (6 squares) | 40 ft. (8 squares) |
Armor Class | 14 (+2 size, +2 natural), touch 12, flat-footed 14 | 14 (+1 size, +3 natural), touch 11, flat-footed 14 | 14 (+4 natural), touch 10, flat-footed 14 |
Base Attack/Grapple | +0/-8 | +0/-4 | +1/+2 |
Attack | Claw +2 melee (1d2-4) | Claw +1 melee (1d3-1) | Claw +2 melee (1d4+1) |
Full Attack | 2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison) | 2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison) | 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison) |
Space/Reach | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks | Constrict 1d2-4, improved grab, poison | Constrict 1d3-1, improved grab, poison | Constrict 1d4+1, improved grab, poison |
Special Qualities | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermintraits | Darkvision 60 ft., tremorsense 60 ft., vermin traits |
Saves | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +5, Ref +0, Will +0 |
Abilities | Strength 3, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2 | Strength 9, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2 | Strength 13, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2 |
Skills | Climb +0, Hide +12, Spot +4 | Climb +3, Hide +8, Spot +4 | Climb +5, Hide +4, Spot +4 |
Feats | Weapon FinesseB | Weapon FinesseB | – |
Environment | Warm deserts | Warm deserts | Warm deserts |
Organization | Colony (8-16) | Colony (2-5) or swarm (6-11) | Solitary or colony (2-5) |
Challenge Rating | 1/4 | 1/2 | 1 |
Alignment | Always neutral | Always neutral | Always neutral |
Advancement | – | – | 3-4 HD (Medium) |
Level Adjustment | – | – | – |
Monstrous Scorpion, Large | Monstrous Scorpion, Huge | |
Large vermin | Huge vermin | |
Hit Dice | 5d8+10 (32 hp) | 10d8+30 (75 hp) |
Initiative | +0 | +0 |
Speed | 50 ft. (10 squares) | 50 ft. (10 squares) |
Armor Class | 16 (-1 size, +7 natural), touch 9, flat-footed | 16 20 (-2 size, +12 natural), touch 8, flat-footed 20 |
Base Attack/Grapple | +3/+11 | +7/+21 |
Attack | Claw +6 melee (1d6+4) | Claw +11 melee (1d8+6) |
Full Attack | 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison) | 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison) |
Space/Reach | 10 ft./5 ft. | 15 ft./10 ft. |
Special Attacks | Constrict 1d6+4, improved grab, poison | Constrict 1d8+6, improved grab, poison |
Special Qualities | Darkvision 60 ft., tremorsense 60 ft., vermintraits | Darkvision 60 ft., tremorsense 60 ft., vermintraits |
Saves | Fort +6, Ref +1, Will +1 | Fort +10, Ref +3, Will +3 |
Abilities | Strength 19, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2 | Strength 23, Dexterity 10, Constitution 16, Intelligence -, Wisdom 10, Charisma 2 |
Skills | Climb +8, Hide +0, Spot +4 | Climb +10, Hide -4, Spot +4 |
Feats | – | – |
Environment | Warm deserts | Warm deserts |
Organization | Solitary or colony (2-5) | Solitary or colony (2-5) |
Challenge Rating | 3 | 7 |
Treasure | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement | 6-9 HD (Large) | 11-19 HD (Huge) |
Level Adjustment | – | – |
Monstrous Scorpion, Gargantuan | Monstrous Scorpion, Colossal | |
Gargantuan vermin | Colossal vermin | |
Hit Dice | 20d8+60 (150 hp) | 40d8+120 (300 hp) |
Initiative | +0 | -1 |
Speed | 50 ft. (10 squares) | 50 ft. (10 squares) |
Armor Class | 24 (-4 size, +18 natural), touch 6, flat-footed 24 | 26 (-8 size, -1 Dexterity, +25 natural), touch 1, flat-footed 26 |
Base Attack/Grapple | +15/+37 | +30/+58 |
Attack | Claw +21 melee (2d6+10) | Claw +34 melee (2d8+12) |
Full Attack | 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison) | 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison) |
Space/Reach | 20 ft./15 ft. | 40 ft./30 ft. |
Special Attacks | Constrict 2d6+10, improved grab, poison | Constrict 2d8+12, improved grab, poison |
Special Qualities | Darkvision 60 ft., tremorsense 60 ft., vermintraits | Darkvision 60 ft., tremorsense 60 ft., vermintraits |
Saves | Fort +15, Ref +6, Will +6 | Fort +25, Ref +12, Will +13 |
Abilities | Strength 31, Dexterity 10, Constitution 16, Intelligence -, Wisdom 10, Charisma 2 | Strength 35, Dexterity 8, Constitution 16, Intelligence -, Wisdom 10, Charisma 2 |
Skills | Climb +14, Hide -8, Spot +4 | Climb +16, Hide -12, Spot +4 |
Feats | – | – |
Environment | Warm deserts | Warm deserts |
Organization | Solitary | Solitary |
Challenge Rating | 10 | 12 |
Treasure | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement | 21-39 HD (Gargantuan) | 41-60 HD (Colossal) |
Level Adjustment | – | – |
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
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 Constitution– based. The indicated damage is initial and secondary damage.
Size | Fort DC | Damage | Size | Fort DC | Damage |
Tiny | 12 | 1 Constitution | Huge | 18 | 1d6 Constitution |
Small | 12 | 1d2 Constitution | Gargantuan | 23 | 1d8 Constitution |
Medium | 13 | 1d3 Constitution | Colossal | 33 | 1d10 Constitution |
Large | 14 | 1d4 Constitution |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.