AC 15 (natural armor)
HP 52 (7d10 + 14; bloodied 26)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +2, Stealth +3, Survival +2
Senses passive Perception 12
Languages Common, Scorpionfolk
ACTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the scorpionfolk can’t attack a different target with its claws.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
BONUS ACTIONS
Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw , taking 16 (3d10) poison damage on a failure or half damage on a success.
Combat
The scorpionfolk has one javelin, which it hurls as it rushes into battle. It grips a foe with its claw and then stings that opponent. Scorpionfolk offer truces but rarely flee from battle.
Names
Mauras, Ozra, Rixx, Visporas
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Scorpionfolk are fearsome warriors who attack their foes with both mundane weapons and poisonous, scorpion-like stingers.
DC 15 Scorpionfolk scavenge magic from ancient desert ruins.
DC 20 Skilled spellcasters known as imperators lead many scorpionfolk clans. They are said to possess magic that humanoid mages forgot centuries ago.
Scorpionfolk are desert nomads with humanoid upper bodies and the lower bodies of giant scorpions. Clad in chitinous plates and armed with claws and a venomous stinger, a scorpionfolk warrior is as fearsome as a knight on horseback.
Roving Bands. Scorpionfolk clans move frequently and carry little with them except their weapons. They need no houses or shelter, traveling by moonlight and burying themselves under sand or loose stones to avoid the midday sun.
Scorpionfolk are faster and stronger than most humanoid desert dwellers, and many scorpionfolk clans exact tributes of food and water from the communities and caravans they encounter. Some protect the softer, slower people who offer them tribute. More bloodthirsty groups revel in banditry or senseless slaughter.
Inheritors of Ancient Glory. Scorpionfolk require little water and thrive in deserts that few humanoids can traverse, much less inhabit. Apart from occasional forays into more populous lands, most scorpionfolk live secluded existences in these scorching wastes. There, they unearth secrets long-buried beneath the sands. Many scorpion imperators wield enchanted weapons and hold court among the wind-scoured ruins of antique cities. Adventurers who seek the desert’s secrets must first secure the permission of a scorpionfolk clan or face opposition from the fearsome warriors.
1 Returning from a dungeoneering expedition with treasure
2 Attack on sight
3 Demand food and water on pain of death
4 In ambush, hidden under sand
5 Excavating buried ruins
6 Battling a monster such as a bulette
1 A humanoid corpse. DC 14 Medicine check: The creature was killed by an envenomed wound
2 Large eggs half-buried in sand (the eggs are poisonous to touch)
3 A torn map marking the location of several ancient ruins
4 A proliferation of normal-sized scorpions
Scorpionfolk range deserts and explore the ruins of ancient cities.
CR 3–4 scorpionfolk
Treasure periapt of wound closure
CR 5–10 2 or 3 scorpionfolk ; scorpionfolk with 1 or 2 giant scorpions
Treasure 2 potions of greater healing , potion of invisibility , staff of swarming insects
CR 11–16 scorpionfolk imperator with 2 or 3 scorpionfolk ; 4 or 5 scorpionfolk
Treasure 2 spell scrolls of mirror image , 1 whip that deals an additional 1d6 lightning damage on a hit, Ioun stone of doubling (gains the appearance and powers of the last Ioun stone to touch it within the last 24 hours)