Giant Scorpion, Small

Small beast, unaligned

Armor Class 13 (natural armor)
Hit Points 10 (3d6)
Speed 20 ft.

7 (-2) 12 (+1) 11 (+0) 1 (-5) 8 (-1) 2 (-4)

Senses blindsight 30 feet, passive Perception 9
Challenge 1 (200 XP)


  • Multiattack. A Small Monstrous Scorpion makes two attacks: one with its claws and one with its sting.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 8).
  • Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.


Vermin like oversized, monstrous versions of scorpions are much more common on the post-Cataclysmic world than they were a century earlier and pose a constant hazard not just in ruins but even in populated areas. They are especially common in areas that are warm, particularly in places with active volcanoes or other geological activity, and are almost omnipresent in subterranean areas. Such creatures are stupid and often very aggressive and this, along with an arsenal that includes natural armor and dangerous weapons like stingers, claws, and potent toxins that they use to kill or incapacitate victims so that they can eat them, make them very dangerous. There is no practical limit to how large they can become.

Numerous subspecies of Giant Scorpion exist, some peculiar to particular regions of Aigyptos and throughout the Mediterranean, and these can vary in size, specific appearance, and color, which can range from yellow and pale tan, through brown and dark red, to dark brown and black.

Section 15: Copyright Notice

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