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Giant Scorpion, “The Venomous Sentinel of the Sands”

Giant Scorpion
Create

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
Create

Large beast, unaligned


Armor Class: 15 (natural armor)
Hit Points: 126 (12d10 + 60)
Speed: 40 ft., climb 30 ft.


STRDEXCONINTWISCHA
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, TinyMonstrous Scorpion, SmallMonstrous Scorpion, Medium
 Tiny verminSmall verminMedium vermin
Hit Dice1/2 d8+2 (4 hp)1d8+2 (6 hp)2d8+4 (13 hp)
Initiative+0+0+0
Speed20 ft. (4 squares)30 ft. (6 squares)40 ft. (8 squares)
Armor 
Class
14 (+2 size, +2 natural), touch 12, flat-footed 1414 (+1 size, +3 natural), touch 11, flat-footed 1414 (+4 natural), touch 10, flat-footed 14
Base 
Attack/Grapple
+0/-8+0/-4+1/+2
AttackClaw +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/Reach2-1/2 ft./0 ft.5 ft./5 ft.5 ft./5 ft.
Special 
Attacks
Constrict 1d2-4, improved grab, poisonConstrict 1d3-1, improved grab, poisonConstrict 1d4+1, improved grab, poison
Special 
Qualities
Darkvision 60 ft., tremorsense 60 ft., vermin traitsDarkvision 
60 ft., tremorsense 60 ft., vermintraits
Darkvision 
60 ft., tremorsense 60 ft., vermin traits
SavesFort +4, Ref +0, Will +0Fort 
+4, Ref +0, Will +0
Fort 
+5, Ref +0, Will +0
AbilitiesStrength 3, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2Strength 
9, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2
Strength 
13, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2
SkillsClimb +0, Hide +12, Spot +4Climb +3, Hide +8, Spot +4Climb +5, Hide +4, Spot +4
FeatsWeapon FinesseBWeapon FinesseB
EnvironmentWarm desertsWarm desertsWarm deserts
OrganizationColony (8-16)Colony (2-5) or swarm (6-11)Solitary or colony (2-5)
Challenge Rating1/41/21
AlignmentAlways neutralAlways neutralAlways neutral
Advancement3-4 HD (Medium)
Level Adjustment
 Monstrous Scorpion, LargeMonstrous Scorpion, Huge
 Large verminHuge vermin
Hit 
Dice
5d8+10 (32 hp)10d8+30 
(75 hp)
Initiative+0+0
Speed50 
ft. (10 squares)
50 
ft. (10 squares)
Armor 
Class
16 (-1 size, +7 natural), touch 9, flat-footed16 
20 (-2 size, +12 natural), touch 8, flat-footed 20
Base 
Attack/Grapple
+3/+11+7/+21
AttackClaw 
+6 melee (1d6+4)
Claw 
+11 melee (1d8+6)
Full 
Attack

claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)

claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)
Space/Reach10 ft./5 ft.15 
ft./10 ft.
Special AttacksConstrict 1d6+4, improved grab, poisonConstrict 1d8+6, improved grab, poison
Special QualitiesDarkvision 60 ft., tremorsense 60 ft., vermintraitsDarkvision 60 ft., tremorsense 60 ft., vermintraits
SavesFort +6, Ref +1, Will +1Fort +10, Ref +3, Will +3
AbilitiesStrength 19, Dexterity 10, Constitution 14, Intelligence -, Wisdom 10, Charisma 2Strength 23, Dexterity 10, Constitution 16, Intelligence -, Wisdom 10, Charisma 2
SkillsClimb +8, Hide +0, Spot +4Climb +10, Hide -4, Spot +4
Feats
EnvironmentWarm desertsWarm deserts
OrganizationSolitary or colony (2-5)Solitary or colony (2-5)
Challenge Rating37
Treasure1/10 coins; 50% goods; 50% items1/10 coins; 50% goods; 50% items
Advancement6-9 HD (Large)11-19 HD (Huge)
Level Adjustment
 Monstrous Scorpion, GargantuanMonstrous Scorpion, Colossal
 Gargantuan verminColossal vermin
Hit Dice20d8+60 (150 hp)40d8+120 (300 hp)
Initiative+0-1
Speed50 ft. (10 squares)50 ft. (10 squares)
Armor 
Class
24 (-4 size, +18 natural), touch 6, flat-footed 2426 (-8 size, -1 Dexterity, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple+15/+37+30/+58
AttackClaw +21 melee (2d6+10)Claw +34 melee (2d8+12)
Full Attack2 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/Reach20 ft./15 ft.40 ft./30 ft.
Special AttacksConstrict 2d6+10, improved grab, poisonConstrict 2d8+12, improved grab, poison
Special QualitiesDarkvision 60 ft., tremorsense 60 ft., vermintraitsDarkvision 60 ft., tremorsense 60 ft., vermintraits
SavesFort +15, Ref +6, Will +6Fort +25, Ref +12, Will +13
AbilitiesStrength 31, Dexterity 10, Constitution 16, Intelligence -, Wisdom 10, Charisma 2Strength 35, Dexterity 8, Constitution 16, Intelligence -, Wisdom 10, Charisma 2
SkillsClimb 
+14, Hide -8, Spot +4
Climb 
+16, Hide -12, Spot +4
Feats
EnvironmentWarm 
deserts
Warm 
deserts
OrganizationSolitarySolitary
Challenge 
Rating
1012
Treasure1/10 
coins; 50% goods; 50% items
1/10 coins; 50% goods; 50% items
Advancement21-39 
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.

SizeFort DCDamageSizeFort DCDamage
Tiny12ConstitutionHuge181d6 Constitution
Small121d2 ConstitutionGargantuan231d8  Constitution
Medium131d3 ConstitutionColossal331d10  Constitution
Large141d4 Constitution   

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

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