Swarm, Scorpion

Scorpion Swarm CR 3

XP 800
N Tiny vermin (swarm)
Init +3; Senses darkvision 60 ft., Perception +4, tremorsense 30 ft.


AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 27 (6d8)
Fort +5, Ref +5, Will +2
Defensive Abilities swarm traits; Weaknesses swarm traits


Speed 30 ft., burrow 10 ft.
Melee swarm (2d8 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), rip and tear


Str 3, Dex 16, Con 11, Int -, Wis 10, Cha 2
Base Atk +4; CMB -; CMD 15 (cannot be tripped)
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth, uses Dex for Climb


Environment any deserts and underground
Organization solitary, pair, or nest (3-6)
Treasure none


Poison (Ex)

Sting—injury; save Fort DC 13; duration 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.

Rip and Tear (Ex)

A scorpion swarm deals d8 damage dice with its swarm attacks, instead of d6s.


Moving in a wave is a cluster of hundreds of tiny scorpions.

Scorpion swarms are somewhat rarer than swarms of other vermin, perhaps because scorpions are frequently cannibalistic and territorial. Large swarms of scorpions can form when the creatures are kept docile through magic or chemical means, or under the influence of gods of nature and venom. A scorpion swarm can also be used to represent a mass of juvenile giant scorpions, as scorpions often carry their young on their back to transport them to food sources. If food is scarce, such juvenile swarms will eat their own mother before turning on each other, and only a small number of the swarm survives to adulthood even under good conditions.

Section 15: Copyright Notice
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