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Monstrous Scorpion

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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