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Scorpion

Tiny Beast, unaligned

CR 0

10 XP

AC: 11 (natural armor)
HP: 1 (1d4-1)
Speed: walk 10 ft.
Senses: blindsight 10 ft., passive Perception 9
Languages:
STR
2
-4
DEX
11
+0
CON
8
-1
INT
1
-5
WIS
8
-1
CHA
2
-4

Actions

Sting

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Tiny
Alignment: unaligned
Best for a party of 4 at level 1, or as a swarm hazard for level 2-3 parties

Running This Encounter

Scorpions are best used as environmental hazards or swarm encounters rather than individual threats. A single scorpion poses minimal danger to adventurers, but groups of 5-10 create tension and resource management challenges. Use them to control battlefield positioning, force saves, and add flavor to desert or underground locations. Their low HP means they die quickly, but their poison sting rewards tactical positioning and evasion.

Combat Tactics

Scorpions attack the nearest creature with their venomous sting, prioritizing targets that corner them or move slowly. They flee from threats larger than themselves and attempt to hide in terrain. In groups, they swarm weaker party members and avoid concentrated fire. A scorpion's poison is its only real threat; focus on landing hits rather than tactical retreat.

Environment & Setting

Scorpions thrive in desert ruins, dark caves, underground lairs, and arid wastelands. Place them near rocky debris, sand dunes, or cramped cave passages where their small size grants advantage and escape routes are plentiful.