Dune Scorpion (4e Monster)

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Author: Xeadin (talk)
Date Created: 2-25-11
Status: Complete
Editing: Clarity edits only please
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Dune Scorpions[edit]

Unfettered in their conquest to find and hunt for wandering stragglers, dune scorpions provide a sort of physical challenge to those who least expect of their presence. They are clever ambushers, and they use the sands to their advantage. They range from small juveniles to gargantuan adults of massive size. All dune scorpions are a credible threat when they become disturbed, and are even more so threatened when their territories are breached.


Minor Dune Scorpion[edit]

Minor Dune Scorpion
Level 2 Minion (Skirmisher)
Medium Natural Beast
XP 31
Initiative +4 Senses Perception -1
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 14, Will 11
Speed 6 (Sand Walk); Burrow 4
BasicMelee.png Pincer Claws (standard; at-will)
+7 vs. AC; 5 damage
Melee.png Sting (standard; at-will) ♦ Poison
+5 vs. Fortitude; 1d8 +3 poison damage
Alignment Unaligned Languages ---
Skills Acrobatics +7; Athletics +9; Endurance +10; Stealth +9
Str 13 (+2) Dex 12 (+2) Wis 7 (-1)
Con 14 (+3) Int 1 (-4) Cha 5 (-2)

Young Dune Scorpion[edit]

Young Dune Scorpion
Level 2 Skirmisher
Medium Natural Beast
XP 125
Initiative +5 Senses Perception +0; Tremorsense 5
HP 39; Bloodied 19
AC 16; Fortitude 15, Reflex 15, Will 12
Speed 6 (Sand Walk); Burrow 4
BasicMelee.png Pincer Claws (standard; at-will)
+7 vs. AC; 1d10 +3 damage
Melee.png Sting (standard; at-will) ♦ Poison
+5 vs. Fortitude; 2d6 +3 poison damage, and the target is dazed until the end of the dune scorpion's next turn.
Close.png Burrowing Blast (standard; at-will)
Must surface from burrowing; +3 vs. Reflex; Close Burst 2; 1d10 +3 damage, and the target is knocked prone.
Alignment Unaligned Languages ---
Skills Acrobatics +8; Athletics +7; Endurance +10; Stealth +10
Str 13 (+2) Dex 14 (+3) Wis 8 (+0)
Con 15 (+3) Int 1 (-4) Cha 6 (-1)

Young Dune Scorpion Tactics[edit]

Minor children of the larger Dune scorpion parents, they are effective-- yet fragile-- skirmishers that will attack when struck before they die. They nurture each other when in close proximity and even feed off of those they strike.


Young Dune Scorpion Swarm[edit]

Young Dune Scorpion Swarm
Level 5 Lurker
Large Natural Beast (Swarm)
XP 200
Initiative +6 Senses Perception +1
HP 49; Bloodied 24
AC 19; Fortitude 16, Reflex 14, Will 13
Resist 5 Fire
Speed 6 (Sand Walk); Burrow 3
BasicMelee.png Rending Claws (standard; at-will)
+10 vs. AC; 1d10 +2 damage
Area.png Desert Sting (standard; at-will) ♦ Poison
+8 vs. Fortitude; Area Burst 1; 2d6 +3 damage plus ongoing 5 Poison damage, and the target is weakened (save ends both).
Alignment Unaligned Languages ---
Skills Acrobatics +7; Athletics +9; Endurance +10; Stealth +9
Str 15 (+4) Dex 10 (+2) Wis 8 (+1)
Con 13 (+3) Int 2 (-2) Cha 6 (+0)

Young Dune Scorpion Swarm Tactics[edit]

Juveniles that stay in small packs. When they disperse, they become individual, weaker babies-- vulnerable to any damage made to them. They are a threat when encountered in large numbers.


Sandstorm Dune Scorpion[edit]

Sandstorm Dune Scorpion
Level 6 Skirmisher
Large Natural Beast
XP 250
Initiative +6 Senses Perception +3; Tremorsense 5
HP 71; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Resist 5 Fire
Speed 6 (Sand Walk); burrow 6
BasicMelee.png Claw (standard; at-will)
+11 vs. AC; Reach 2; 1d10 +4 damage, and a Large or smaller target is grabbed (until escape). A grabbed target takes 5 damage at the start of the dune scorpion’s turn. The dune scorpion cannot burrow while grabbing a target.
Melee.png Sting (standard; at-will) ♦ Poison
+9 vs. Fortitude; Reach 2; 1d10 +6 damage plus ongoing 5 Poison damage, and the target is immobilized (save ends both).
Close.png Burrowing Blast (minor; when the dune scorpion surfaces from burrowing)
+7 vs. Reflex; Close Burst 3; 1d10 +5 damage, and the target is pushed 1 square and knocked prone.
Alignment Unaligned Languages Primordial
Skills Acrobatics +9; Athletics +11; Endurance +12; Stealth +11
Str 16 (+6) Dex 12 (+4) Wis 11 (+3)
Con 15 (+5) Int 4 (+0) Cha 7 (+1)

Sandstorm Dune Scorpion Tactics[edit]

Large, primordial creatures-- they understand the primordial languages and commonly speak amongst one another. Even the lesser children can understand the primordial language but cannot speak very well-- if at all. The large dune scorpions leave a trail of blinding sand from behind at their presence.


Sandcarver Dune Scorpion[edit]

Sandcarver Dune Scorpion
Level 7 Skirmisher
Large Natural Beast
XP 300
Initiative +7 Senses Perception +4; Tremorsense 5
HP 80; Bloodied 40
AC 21; Fortitude 18, Reflex 17, Will 16
Resist 10 Fire
Speed 6 (Sand Walk); burrow 6; see also burrowing defense
BasicMelee.png Claw (standard; at-will)
+12 vs. AC; Reach 2; 2d6 +5 damage, and a Large or smaller target is grabbed (until escape). A grabbed target takes 5 damage at the start of the dune scorpion’s turn. The dune scorpion cannot burrow while grabbing a target.
Melee.png Sting (standard; at-will) ♦ Poison
+10 vs. Fortitude; Reach 2; 2d8 +5 damage plus ongoing 5 Poison damage, and the target is immobilized (save ends both).
Close.png Burrowing Blast (standard; when the dune scorpion surfaces from burrowing)
+8 vs. Reflex; Close Burst 3; 1d10 +5 damage, and the target is pushed 1 square and knocked prone.
Burrowing Defense (immediate reaction, when missed by a melee attack; 1/ round)
The dune scorpion can burrow 2 squares underground-- gaining total concealment from all attacks. This movement does not provoke opportunity attacks.
Threatening Reach
The dune scorpion can make an opportunity attack against the triggering creature within its reach.
Alignment Unaligned Languages Primordial
Skills Acrobatics +10; Athletics +11; Endurance +13; Stealth +12
Str 17 (+6) Dex 14 (+5) Wis 12 (+4)
Con 16 (+6) Int 4 (+0) Cha 8 (+2)

Sandcarver Dune Scorpion Tactics[edit]

A primordial creature-- more threatening than its weaker counterpart. The sandcarver is not only a more threatening creature, but it can also burrow itself down into the earth as a result of a missed opportune strike from its adversaries-- giving itself an advantage to up-end its foes by utilizing burrowing blast.


Runescarred Dune Scorpion[edit]

Runescarred Dune Scorpion
Level 13 Brute
Huge Natural Beast
XP 800
Initiative +9 Senses Perception +8; Tremorsense 10
HP 158; Bloodied 79
AC 25; Fortitude 22, Reflex 21, Will 20
Resist 10 Fire
Speed 7 (Sand Walk); burrow 8
BasicMelee.png Claw (standard; at-will) ♦ Fire
+16 vs. AC; Reach 3; 2d6 +5 damage, and a Large or smaller target is grabbed (until escape). A grabbed target takes 10 Fire damage at the start of the dune scorpion’s turn. The dune scorpion cannot burrow while grabbing a target.
Melee.png Sting (standard; at-will) ♦ Poison
+14 vs. Fortitude; Reach 3; 2d8 +5 damage plus ongoing 10 Poison damage, and the target is immobilized (save ends both).
Close.png Burrowing Blast (standard; when the dune scorpion surfaces from burrowing)
+12 vs. Reflex; Close Burst 5; 1d10 +6 damage, and the target is pushed 2 squares and knocked prone.
Runes of Flame ♦ Fire
Whenever the dune scorpion has combat advantage against a creature, it deals an extra 1d6 Fire damage with its melee attacks.
Threatening Reach
The dune scorpion can make an opportunity attack against the triggering creature within its reach.
Alignment Unaligned Languages Common, Primordial
Skills Acrobatics +14; Arcana +8; Athletics +15; Endurance +17; Stealth +16
Str 18 (+10) Dex 16 (+9) Wis 14 (+8)
Con 18 (+10) Int 5 (+3) Cha 10 (+6)

Runescarred Dune Scorpion Tactics[edit]

One of the many intelligent primordial creatures of the deep desert, these scorpions are marked with runes of fire-- granting them additional power and protection against the harsh elements. They can speak common but not very well, however they can understand common very well, and they know how to speak primordial fluently. They are the mages of the deep desert, and they can be a beneficial ally full of lore and helpful hints or they can become a formidable foe when encountered.


Greater Dune Scorpion[edit]

Greater Dune Scorpion
Level 17 Elite Soldier
Huge Natural Beast
XP 3.200
Initiative +13 Senses Perception +10; Tremorsense 10
HP 326; Bloodied 163
AC 35; Fortitude 27, Reflex 25, Will 22
Resist 15 Fire
Saving Throws +2
Speed 7 (Sand Walk); burrow 8
Action Points 1
BasicMelee.png Claw (standard; at-will)
+24 vs. AC; Reach 3; 2d10 +6 damage, and a Huge or smaller target is grabbed (until escape). A grabbed target takes 5 damage at the start of the dune scorpion’s turn. The dune scorpion cannot burrow while grabbing a target.
Melee.png Sting (standard; at-will) ♦ Poison
+22 vs. Fortitude; Reach 3; 2d8 +7 damage plus ongoing 10 Poison damage, and the target is immobilized (save ends both).
Close.png Burrowing Blast (standard; when the dune scorpion surfaces from burrowing)
+20 vs. Reflex; Close Burst 5; 2d6 +6 damage, and the target is pushed 2 squares and knocked prone.
On the Edge
If the dune scorpion has a grabbed target as a result of its Claw attack and has pinned it against a wall or similar terrain, it deals an extra 1d8 damage to the target on its next turn until the target escapes.
Threatening Reach
The dune scorpion can make an opportunity attack against the triggering creature within its reach.
Alignment Unaligned Languages Common, Primordial
Skills Acrobatics +16; Arcana +11; Athletics +18; Endurance +19; Stealth +18
Str 20 (+13) Dex 16 (+11) Wis 15 (+10)
Con 19 (+12) Int 6 (+6) Cha 12 (+9)

Greater Dune Scorpion Tactics[edit]

Elder scorpions with a long history of its travels, it knows its common breeding grounds and the lands they inhabit. Their sheer intellect enables them to speak with creatures-- something that its lesser kin can't do. They are fearless creatures, gifted the power to survive in a deserted landscape for many centuries with little resources other than their strive for knowledge.


Ancient Dune Scorpion[edit]

Sandcarver Dune Scorpion
Level 22 Solo Skirmisher (Leader)
Gargantuan Natural Beast
XP 20,750
Initiative +16 Senses Perception +15; Tremorsense 10
Shifting Sands aura 2; Treat the space around the ancient dune scorpion as difficult terrain. Enemies do not grant attacks of opportunity nor combat advantage from the dune scorpion while standing upright in the aura. The dune scorpion is not hindered from the aura’s effect. In addition, if the dune scorpion provokes an attack of opportunity and the attack misses, the dune scorpion can shift as an immediate reaction and immobilize the target until the start of the dune scorpion’s next turn. As a result, the immobilized target grants combat advantage to the dune scorpion.
Aura of Encouragement aura 5 (when bloodied); All dune scorpion allies within the aura gain a +3 power bonus to attack and damage rolls against all targets within the aura.
HP 820; Bloodied 410
AC 40; Fortitude 33, Reflex 30, Will 27
Resist 20 Fire
Saving Throws +5
Speed 8 (Sand Walk); burrow 10
Action Points 2
BasicMelee.png Claw (standard; at-will)
+27 vs. AC; Reach 4; 3d6 +8 damage, and a Huge or smaller target is grabbed (until escape). A grabbed target takes 20 damage at the start of the dune scorpion’s turn. The dune scorpion can grab up to two Huge or smaller targets at once. The dune scorpion cannot burrow while grabbing a target.
Melee.png Sting (standard; at-will) ♦ Poison
+25 vs. Fortitude; Reach 4; 3d8 +4 damage plus ongoing 15 Poison damage, and the target is immobilized (save ends both).
Area.png Burrowing Blast (standard; when the dune scorpion surfaces from burrowing)
+23 vs. Reflex; Area Burst 3; 2d8 +8 damage, and the target is pushed 1 square and knocked prone.

If the dune scorpion uses this power against an immobilized target, the target is no longer immobilized.

Bloodied Strive
When the dune scorpion becomes bloodied, it deals an extra 2d6 damage with all of its melee attacks.
Combat Advantage
The dune scorpion deals an extra 1d10 damage to targets with its melee attacks
Reactive Burrowing (immediate reaction, when the dune scorpion becomes bloodied)
The dune scorpion burrows underground and immediately uses Burrowing Blast.
Threatening Reach
The dune scorpion can make an opportunity attack against the triggering creature within its reach. The dune scorpion cannot make such attacks against opponents standing upright within its Shifting Sands aura; however, a target moving away from the dune scorpion within its aura provokes an attack of opportunity.
Wrath of the Scorpions (immediate reaction, when dropped to 0 or fewer hit points)
It makes a Sting attack against every target within its reach
Alignment Unaligned Languages Common, Primordial
Skills Acrobatics +19; Arcana +14; Athletics +22; Endurance +23; Stealth +21
Str 23 (+17) Dex 17 (+14) Wis 18 (+15)
Con 21 (+16) Int 7 (+9) Cha 15 (+13)

Ancient Dune Scorpion Tactics[edit]

A truly ancient creature of colossal size-- rivaling that of greater wyrm dragons. They are truly ancient creatures of long lost lore and are the lorekeepers of the landscape's past. They ancient scorpions travel alone, but will sometimes venture along with minor creatures. Its massive size does not hinder its stealth capabilities, as it blends in with the rest of the landscape so well that they can be commonly mistaken for large sand-torn rocks.


Dune Scorpion Lore[edit]

A character knows the following information with a successful Nature or Arcana check.

Nature DC 15: Instinctual, yet intelligent, dune scorpions are an example between savage animosity and the Elemental Chaos's influence upon many creatures. Dune scorpions are tainted with the full fury of fire, as they live their lives in isolated landscapes such as deserts and dry plateaus.
Nature DC 20: Large dune scorpions are more intelligent-- therefore they know more about the land they travel upon. When encountered in the right way, they can become useful guides and provide helpful hints and tips to travel the lands and may sometimes help out creatures to travel long distances. When encountered wrong or if the scorpions themselves are hungry, diplomatics might not be the only solution to deal with these beasts.
Arcana DC 25: Great creatures of massive size exist in sparse colonies among the desert sands. Some have useful arcane lore which they can share without difficulty, or they can request something of great value or need in exchange with the knowledge.

Encounter Groups[edit]

Many large scorpions may be encountered solo or in groups of 2 or 3 others, but sometimes a mother can have as much as 5 to 15 children travelling along with them. Sometimes, these children can group together to form tightly knit clusters of snapping claws and stabbing stingers.

The older elders may travel alone, but it all depends on the type of family as well.

Level 3-4 Encounter (XP 1,030)[edit]

  • 4 Minor Dune Scorpions (Level 2 Minions)
  • 3 Young Dune Scorpions (Level 2 Skirmishers)
  • 1 Young Dune Scorpion Swarm (Level 5 Lurker)
  • 1 Sandstorm Dune scorpion (Level 6 Skirmisher)

Level 5 Encounter (XP 1,186)[edit]

  • 6 Minor Dune Scorpions (Level 2 Minions)
  • 4 Young Dune Scorpions (Level 2 Skirmishers)
  • 1 Young Dune Scorpion Swarm (Level 5 Lurker)
  • 1 Sandcarver Dune scorpion (Level 7 Skirmisher)

Level 14 Encounter (XP 4,000)[edit]

  • 2 Sandstorm Dune Scorpions (Level 6 Skirmishers)
  • 1 Sandcarver Dune Scorpion (Level 7 Skirmisher)
  • Greater Dune Scorpion (Level 17 Elite Soldier)

Level 19 Encounter (XP 22,450)[edit]

  • 2 Young Dune Scorpion Swarms (Level 5 Lurkers)
  • 2 Sandstorm Dune Scorpions (Level 6 Skirmishers)
  • 1 Runescarred Dune Scorpion (Level 13 Brute)
  • Ancient Dune Scorpion (Level 22 Solo Skirmisher -- Leader)

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AuthorXeadin +
Identifier4e Monster +
RatingUndiscussed +
TitleDune Scorpion +