Glass Scorpion
Large • Elemental • Unaligned
Armor Class 17
Hit Points 136 (16d10 + 48)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Stealth +9
Damage Vulnerabilties thunder; bludgeoning
Damage Resistances fire, radiant
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft., passive Perception 11
Languages Understands Primordial (Terran) but can’t speak
CR 7 (XP 2,900; PB +3)

Shattering Demise. When the scorpion dies it shatters and the ground within a 10-foot emanation originating from it becomes affected by the spike growth spell until cleared.
Transparent. Even when the scorpion is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the scorpion if the creature hasn't witnessed the scorpion move or otherwise act. Further, creatures further away than 30 feet from the scorpion have disadvantage on attack rolls against it.
Unusual Nature. The scorpion doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The scorpion makes two Claw attacks and one Sting attack.
Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15).
Sting. Melee Weapon Attack: +7, reach 5 ft. Hit: 15 (2d10 + 4) piercing damage. Constitution Saving Throw: DC 14. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. If the target is already poisoned, it takes an additional 7 (2d6) poison damage instead. When a creature poisoned this way with 0 hit points starts its turn, it becomes petrified, turning to glass, and has vulnerability to bludgeoning and thunder damage.
Glass Scorpion
Large • Elemental • Unaligned
Armor Class 16
Hit Points 82 (11d10 + 22)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 15 (+2) | 3 (-4) | 10 (+0) | 7 (-2) |
Skills Stealth +6
Damage Vulnerabilties thunder; bludgeoning
Damage Resistances fire, radiant
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft., passive Perception 10
Languages Understands Primordial (Terran) but can’t speak
CR 4 (XP 1,100; PB +2)

Shattering Demise. When the scorpion dies it shatters and the ground within a 5-foot emanation originating from it becomes affected by the spike growth spell until cleared.
Transparent. Even when the scorpion is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the scorpion if the creature hasn't witnessed the scorpion move or otherwise act. Further, creatures further away than 30 feet from the scorpion have disadvantage on attack rolls against it.
Unusual Nature. The scorpion doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The scorpion makes two Claw attacks and one Sting attack.
Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13).
Sting. Melee Weapon Attack: +5, reach 5 ft. Hit: 8 (1d10 + 3) piercing damage. Constitution Saving Throw: DC 12. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. If the target is already poisoned, it takes an additional 3 (1d6) poison damage instead. When a creature poisoned this way with 0 hit points starts its turn, it becomes petrified, turning to glass, and has vulnerability to bludgeoning and thunder damage.
Glass Scorpion
Large • Elemental • Unaligned
Armor Class 18
Hit Points 190 (20d10 + 80)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 19 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Stealth +12
Damage Vulnerabilties thunder; bludgeoning
Damage Resistances fire, radiant
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft., passive Perception 12
Languages Understands Primordial (Terran) but can’t speak
CR 10 (XP 5,900; PB +4)

Shattering Demise. When the scorpion dies it shatters and the ground within a 15-foot emanation originating from it becomes affected by the spike growth spell until cleared.
Transparent. Even when the scorpion is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the scorpion if the creature hasn't witnessed the scorpion move or otherwise act. Further, creatures further away than 30 feet from the scorpion have disadvantage on attack rolls against it.
Unusual Nature. The scorpion doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The scorpion makes two Claw attacks and one Sting attack.
Claw. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17).
Sting. Melee Weapon Attack: +9, reach 5 ft. Hit: 21 (3d10 + 5) piercing damage. Constitution Saving Throw: DC 16. Failure: The target becomes poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. If the target is already poisoned, it takes an additional 10 (3d6) poison damage instead. When a creature poisoned this way with 0 hit points starts its turn, it becomes petrified, turning to glass, and has vulnerability to bludgeoning and thunder damage.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
