Giant Scorpion

Monster Manual - 5e, D&D Basic Rules

Basic Information

Anatomy

Giant scorpions have a hard exoskeleton that provides them with protection during combat (i.e. natural armor). A giant scorpion can attack and grapple with either claw. It can also sting with its tail and inject poison. [1] [2]

Additional Information

Perception and Sensory Capabilities

Giant scorpions have blindsight to a range of 60 ft. [1] [2]

References

  1. ^Monster Manual (5e) (2014), p.327.
  2. ^D&D Basic Rules (November, 2018), p.135.

Contents

Basic Information
Anatomy
Additional Information
Perception and Sensory Capabilities
References
Stat Block


Parent Article

  • Miscellaneous Creatures

Stat Block

See below [1] [2]

Giant Scorpion

Armor Class 15 (natural armor)
Hit Points 52 ( 7d10 + 14 )
Speed 40 ft.

15 +2

13 +1

15 +2

INT

1 -5

WIS

9 -1

CHA

3 -4

Senses blindsight 60 ft., passive Perception 9
Challenge 3 (700 XP)

Actions

Multiattack. The scorpion makes three attacks; two with its claws and one with its sting.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 ( 1d8 + 4 ) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 ( 1d10 + 2 ) piercing damage, and the target must make a DC 12 Constitution saving throws, taking 22 ( 4d10 ) poison damage on a failed save, or half as much damage on a successful one.

Suggested Terrain badlands, desert
Sources Monster Manual - 5e, D&D Basic Rules

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