Skip to content

Giant Scorpion ~ CR 3

The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stinger tail arched over its back.

Environment: Warm deserts, warm forests, warm plains, warm underground, temperate deserts, temperate forests, temperate plains, temperate underground

Organization: 1


Proficiency Score: +4

Large; True Neutral; Vermin


Armor Class: 20 (+7 Natural, -1 Size, +4 Proficiency Score)

Hit Points: 99 (9d8+27)

Speed: Land 50 feet

Initiative: +0


STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)10 (+0)2 (-4)

Saves: 

  • Fortitude +7
  • Reflex +0
  • Will +0

Skills: 

  • Athletics +8
  • Perception +4
  • Stealth +4

Immunities:

  • Effects with the psychic tags

Senses: Passive Perception: 14; Dark Vision 60 feet, Temor Sense 60 feet;

Languages: None


Poison (Sting). Any creature struck by a Giant Scorpion’s listed Strikes is exposed to its poison.

  • Save: Fortitude DC 14
  • Onset: Immediate
  • Frequency: 1 round
  • Duration: 6 rounds
  • Counteract: 1

Stage 1. 1d8 poison damage and Sluggish 1.

Stage 2. 2d8 poison damage and Sluggish 2.

Stage 3. 4d8 poison damage and Sluggish 2.

Actions

Claw. Melee Strike +8/+4/+0 (agile, reach 10 feet, unarmed) with 2d6+4 bludgeoning damage plus the Grabbed condition (DC 14).

Constrict. As part of the same action to maintain the Grabbed condition, a Giant Scorpion can constrict and inflict 1d4+2 bludgeoning damage.

Sting. Melee Strike +8/+4/+0 (agile, reach 10 feet, unarmed) with 2d4+4 piercing damage plus Poison.