Glass Scorpion

Large • Elemental • Unaligned

Armor Class 17

Hit Points 136 (16d10 + 48)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
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)

STRDEXCONINTWISCHA
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)

STRDEXCONINTWISCHA
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.