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
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.