Scaladar

Waterdeep: Dungeon of the Mad Mage p. 315

Size
Huge
Type
construct
Alignment
unaligned
AC
19 (natural armor)
Hit Points
94 (7d12+49)
Speed
walk 30 ft., climb 20 ft.
Resistances
fire; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
force, lightning, poison
Condition Immunities
charmed, paralyzed, poisoned
Senses
darkvision 60 ft.
Passive Perception
11
Challenge
8
STR
19
+4
DEX
10
+0
CON
25
+7
INT
1
−5
WIS
12
+1
CHA
1
−5

Traits

Lightning Absorption

Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn.

Scaladar Link

The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage.

Actions

Multiattack

The scaladar makes three attacks: two with its claws and one with its sting.

Claw

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15).

The scaladar has two claws, each of which can grapple one target.

Sting

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage.

Other data

description

Scaladar are constructs created by Trobriand, one of Halaster's apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails.