# Scaladar
>[!rimg]+
> ![[Placeholder2.png]]
*This scorpionlike automaton is fashioned of interlocking iron segments, rust-red and pitted with age. Its deadly tail sparks and fizzles with electrical energy.*
<div class="grid-container"><div class="MON">Scaladar</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">City of Splendors: Waterdeep pg. 138</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Construct
**Init** +6
**Senses** arcane sight, darkvision 60 ft.; **Perception** +4
#### defense
**AC** 21, 11 touch, 19 flat-footed (+2 Dex, +10 natural, –1 size)
**hp** 65 (7d10+30)
**Fort** +2, **Refl** +4, **Will** +2
**Feint** —, **Demoralize** —
**Defensive Abilities** healed by force
**DR** 10/adamantine
**Immune** acid, cold, construct traits, electricity, force; **Resist** fire 10
#### offense
**Speed** 50 ft., climb 20 ft.
**Melee** 2 claws +12 (1d6+6 plus grab), sting +10 (1d6+3 plus 1d6 electricity)
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** empowered by electricity
#### statistics
**Str** 22, **Dex** 14, **Con** —, **Int** —, **Wis** 11, **Cha** 1
**BAB** +7, **CMB** +14, **CMD** 26, **TA** +12, **RTA** +8
**Feats** [[Improved Initiative]]<sup>B</sup>, [[Multiattack]]<sup>B</sup>
**Skills** Climb +14, Perception +4, Stealth +3
**Racial Bonuses** +4 Perception, +4 Stealth
#### special abilities
### Empowered by Electricity (Ex)
If a scaladar is subject to an effect that would deal electricity damage, it instead overcharges its shocking sting for a number of minutes equal to the electricity damage dealt. While overcharged, each sting attack the scaladar makes deals 2d6 electricity damage.
### Healed by Force (Su)
Scaladars are healed by damaging force effects. They gain 1 hit point for every 3 points of damage the effect would normally do. This does not effect how they interact with non-damaging force effects.
#### Ecology
**Environment:** Underground
**Organization:** Solitary or gang (2–4)
**Treasure:** Standard
**Advancement:** 8–14 HD (Large); 15–21 HD (Huge)
Scaladars are the creation of Trobriand the Metal Mage (see page 28), an ex-apprentice of Halaster Blackcloak. Formerly found only in Undermountain, scaladars are beginning to spread to surrounding subterranean and surface areas, either wandering away as aimless killing machines or constructed elsewhere by Trobriand’s former apprentices. Trobriand has released a handful of scaladars into the wild, ordering them to kill any living creature they encounter and devour the remains. In recent years, a few solitary scaladars have appeared in the darkest alleys of Waterdeep, sent by Trobriand to dispatch his foes
quietly.
Scaladars are often employed as guardians, and they are usually instructed to aid their fellow constructs if they come under attack. Some scaladars are employed as magic hunters, instructed to swallow every magic item they encounter and use force if necessary to do so. Scaladars are controlled by magic rings known as rings of Trobriand. Each remains under the strict command of whoever bears the ring of Trobriand
linked to it at the time it was created, and it follows its last set of instructions until instructed otherwise.
### Combat
Scaladars attack first with their claws, preferring to use them to grapple opponents and then follow with a sting attack against grappled or pinned opponents.
### Construction
A scaladar’s body is sculpted from 2,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 5,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
In addition, an existing ring of Trobriand must be employed or a new one created as part of the process. (The cost of doing so is not included in the cost or price of the construct.)
CL 13th; Craft Construct, _arcane sight_, _limited wish_, _polymorph_, _protection from energy_, _shield_, caster must be at least 13th level; Price 25,000 gp; Cost 15,000 gp