Okay, these are the creatures used by the Zahl-Ganib to fill out their army. The Scarabs are supposed to be a supplement to the material in the Lore of the Zahl-Ganib thread.
Scarab Destroyer
Large Construct
Hit Dice: 16d12 (184 hp)
Initiative: +3
Speed: 40 ft. (4 squares), burrow 10 ft.
Armor Class: 29 (+16 Natural, +3 Dexterity), touch 13, flat-footed 26
Base Attack/Grapple: +12/+24
Attack: Slam +20 melee (2d8+8)
Full Attack: 2 Slams +20 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Double damage against objects, trample 3d8+4
Special Qualities: Damage reduction 10/adamantine, darkvision 60 ft., dark gem, fast healing 8, reflecting carapace, spell resistance 30
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 26, Dex 16, Con .-, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Large); 25-30 HD (Huge)
Level Adjustment: -
Scarab Destroyers are the heavy units of the Zahl-Ganib army. They act both as body guards for the Zahl-Ganib themselves, as well as animated battering rams for the undead forces when they lay siege to an enemy city. The Scarab Destroyers are made of solid iron with an outer shell consisting of the bone plates taken from a fallen Zahl-Ganib. This makes the Scarab Destroyers look very similar to the Zahl-Ganib (it requires a spot check DC 20 to actually tell the difference between a Zahl-Ganib and a Scarab Destroyer).
Combat
The Scarab Destroyers are not able to make up battle plans of their own, and always rely on the explicit commands of their creators in combat. The Scarab Destroyers will normally stand next to the Zahl-Ganib in battle, mainly to make it hard for their opponents to direct attacks at their creators. When not guarding their creators, the Scarab Destroyers often go in front of the Scarab Servitor armies, acting as shields to protect the more vulnerable Servitors.
Dark Gem (Sl): The Scarab Destroyer has inside his body a dark gem which acts as a conduit for unholy energy. This gem causes the Scarab Destroyer to be the centre for a permanent Unhallow effect, as per the spell. The effect is the same as an Unhallow spell cast by a level 16 Cleric.
Double Damage against Objects (Ex): A Scarab Destroyer that makes a full attack against an object or structure deals double damage.
Enforced Construction (Ex): The Scarab Destroyer gains an additional +5 hit points per HD.
Reflecting Carapace (Su): Any spell that is cast at the Scarab Destroyer and is stopped by its Spell Resistance will be deflected back at full effect to its original caster. This ability only applies to spells that directly target the Scarab Destroyer, not area of effect spells that happen to have the Scarab Destroyer inside its affected area.
Sandstorm (Su): Once every fifth round, the Scarab Destroyer can surround himself in a sandstorm which will cover an area of 30 ft. around it. For one full round, the sandstorm will deflect all non-magical missiles fired at the Scarab Destroyer or anyone else inside the area of effect. Any living creature caught in the sandstorm must succeed at a DC 23 Fortitude Saving Throw or suffer 5d6 points of choking damage. The DC is 15 + the Strength modifier of the Scarab Destroyer.
Trample (Ex): Reflex Saving Throw DC 23 for half damage. The DC is 15 + the Strength modifier of the Scarab Destroyer.
Construction
A Scarab Destroyers body is constructed out of 4,000 pounds of pure iron as well as the outer carapace of a Zahl-Ganib. The Zahl-Ganib considers it an honour if their body is used in the construction. The iron and other reagents needed to create a Scarab Destroyer cost a total of 14,000 gp. Assembling the body requires a DC 22 Craft (armorsmithing) check.
Caster Level: 16th
Requirements: Craft Construct, Bull’s Strength, Polymorph any object, Spell Resistance, Unhallow
Price: 175.000 gp.
Cost: 80.500 gp. + 6.400 XP.
Scarab Bombardier
Large Construct
Hit Dice: 12d12 (78 hp)
Initiative: +6
Speed: 30 ft. (4 squares), burrow 10 ft.
Armor Class: 22 (+8 Natural, +6 Dexterity), touch 16, flat-footed 18
Base Attack/Grapple: +9/+15
Attack: Slam +11 melee (1d8+2)
Full Attack: 2 Slams +11 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid spit, bombard, scarab shriek
Special Qualities: Damage reduction 5/adamantine, darkvision 240 ft., fast healing 4, spell resistance 25
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 14, Dex 22, Con .-, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-20 HD (Large); 21-26 HD (Huge)
Level Adjustment: -
If the Scarab Destroyers are the heavy units of the Zahl-Ganib army, then the Scarab Bombardiers are its ranged support unit. The large, bloated constructs have a far more organic appearance than their Destroyer counterparts. The Scarab Bombardiers look like fat Zahl-Ganib, with two enormous venom-sacks hanging heavily on each side of their head. The Bombardiers are made of flesh that is stitched together and then covered by heavy iron plates. The appearance of the creature is still clearly insectoid, but they don’t look anything like their Zahl-Ganib creators.
Combat
The Scarab Bombardiers are primarily ranged attackers. They usually travel alongside Scarab Destroyers and Scarab Servitors, acting as a support unit that can use their powerful acid attack to wear down an opponent before the Destroyers and Servitors engage in melee. The Bombardiers rarely fight opponents alone. If they do, they will try to use a hit-and-run tactic to wear their opponent down while staying at range. If they get caught in melee, they will often burrow to get away.
Acid Spit (Ex): Once per round, the Scarab Bombardier can fire a globe of acid spittle at its opponents. The acid spit has a maximum range of 400 ft. It causes 5d6 points of Acid damage to anyone within 5 ft. of its point of impact. If the Scarab Bombardier attempts to strike a flying target with his Acid Spit, it must succeed at a ranged touch attack with a +15 attack bonus.
Bombard (Ex): Once every fifth round, the Scarab Bombardier can empty one of its venom sacks in a barrage of acid. The acid has a maximum range of 800 ft. and affects a circle with a 30 ft. radius. Everyone within the area suffers 10d6 points of Acid damage, unless they succeed at a DC 21 Reflex Saving Throw. If they succeed at their Saving Throw, they only suffer half damage. The Saving Throw DC is 15 + the Dexterity modifier of the Scarab Bombardier.
Scarab Shriek (Su): Once per day, the Scarab Bombardier can let out a high-pitched shriek that it uses to terrorize its opponents. The shriek affects all living enemies within 30 ft. All creatures caught in the area of effect must succeed at a DC 16 Will Saving Throw or become Dazed for 1d4+1 rounds. The Saving Throw DC is 15 + the Wisdom modifier of the Scarab Bombardier. The Scarab Bombardier will usually save this ability for dealing with any foes that get in melee with it.
ConstructionA Scarab Destroyers body is constructed out of 3,000 pounds of flesh as well as several iron plates. The flesh, iron and other reagents needed to create a Scarab Destroyer cost a total of 10,000 gp. Assembling the body requires a DC 21 Craft (armorsmithing) check.
Caster Level: 16th
Requirements: Craft Construct, Acid Arrow, Cat’s Grace, Polymorph any object, Spell Resistance,
Price: 150.000 gp.
Cost: 80.000 gp. + 5.600 XP.
Scarab Servitor
Medium-sized Undead
Hit Dice: 5d12+3 (36 hp)
Initiative: +7
Speed: 30 ft. (4 squares), burrow 10 ft.
Armor Class: 18 (+5 Natural, +3 Dexterity), touch 13, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d8+2)
Full Attack: 2 Slams +4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Piercing skitter, venom sacks
Special Qualities: Darkvision 60 ft., metallic carapace, undead traits
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 14, Dex 17, Con .-, Int 7, Wis 13, Cha 10
Skills: Listen +9, Spot +9
Feats: Improved Initiative, Toughness
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 2 (3 for sacred stone variant)
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium-size); 11-16 HD (Large)
Level Adjustment: -
Scarab Servitors are the lowliest minions in the Zahl-Ganib hierarchy. These undead creatures resemble enlarged stag beetles, with oversized horns and vicious mandibles. Spawned from a rotting corpse through the use of the Servitor Seed spell, the Scarab Servitors are easily replaceable warriors of the Zahl-Ganib army. These undead are by nature aggressive and suicidal, throwing themselves at any enemies they encounter en masse. Usually, it is possible to hear the Scarab Servitors from miles away, as they have a bad habit of constantly snapping their mandibles together, something that produces a high, gnashing sound.
Combat
The Scarab Servitors are not the cleverest undead one can face, but of the intelligent undead a group of adventurers can end up fighting, the servitors are by far the most reckless.
Metallic Carapace (Ex): The Scarab Servitors are constructed using an amalgamation of flesh and metal. The servitors gain defensive powers depending on the metal used in the construction of their exoskeleton.
Gold – The golden Scarab Servitors are the most easily visible of the subtypes of servitors. Their golden armor can be seen from miles away in daylight, as they reflect the light of the sun. Anyone attacking a golden Scarab Servitor in sunlight with a ranged attack suffers a -6 penalty to their attack roll, as it is very hard to look directly at the shimmering scarab.
Silver – The silver Scarab Servitors are normally used to fight any undead that enter the Zahl-Ganib domains. The silver exoskeleton of the servitors protects them against the powers of other undead creatures. The silver Scarab Servitors have a +4 bonus to all Saving Throws made to resist spells and effects used on them by other undead creatures.
Iron – The iron Scarab Servitors are the bulk of the Zahl-Ganib army. These servitors are protected by a thick layer of pure iron that keeps them safe from most mundane weapons. The iron Scarab Servitors have damage reduction 5/adamantium.
Sacred Stone – A very few Scarab Servitors are made with an outer armor compromised of the sacred stone of the Zahl-Fareem library. These rare servitors are the elite of the Zahl-Ganib army, the heavy shock troopers. Only the Zahl-Ganib themselves can construct sacred stone Scarab Servitors, and only in limited numbers. The sacred stone Scarab Servitors have a +6 bonus to Strength and Dexterity, a +4 bonus to their Natural Armor and Spell Resistance 17.
Piercing Skitter (Ex): The loud sound that accompanies large groups of Scarab Servitors is very discomforting to living creatures. If a living creature is within 120 ft. of 10 or more Scarab Servitors he must succeed at a DC 15 Will Saving Throw or become Shaken for 2d4 rounds. Anyone that succeeds their Saving Throw becomes immune to Piercing Skitter for 24 hours. Anyone that fails their Saving Throw must roll another Saving Throw once the Shaken effect transpires, or become Shaken again.
Venom Sacks (Ex): The Scarab Servitors have large sacks containing potent venom inside their body. On death, these pressurized sacks will explode violent, infecting all within 10 ft. of the servitor with a potent poison. The poison is a Contact poison that causes 2d8 points of damage as Initial Damage and 3d8 points of damage as Secondary Damage. It requires a DC 17 Fortitude Saving Throw to be resisted. Anyone that dies as a result of the Scarab Servitor poison has a 25% chance to carry a servitor seed inside their body, as if though they had been affected by the Servitor Seed spell. The Scarab Servitor that spawns from the body will be under the control of the same spellcaster that controlled the Scarab Servitor that died.
Servitor Seed
Necromancy
Level: Sor/Wiz 6
Components: S, V, M
Casting Time: 1 action
Range: Touch
Target: One corpse of size small or larger
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Galen had studied the Zahl-Ganib for weeks before he entered their territory. He had seen the enormous Scarab Destroyers carrying corpses from god knows where to the Zahl-Ganib valley. There, he had seen the Zahl-Ganib necromancers perform strange spells on these corpses. His training told him that these were spells of animation, yet the corpses did not rise as Galen had expected.
Servitor Seed implants a necromantic egg inside a corpse. This egg will slowly eat the tissue of the corpse to create a Scarab Servitor. It takes 24 hours for a Scarab Servitor to develop inside the corpse. Once the 24 hours have passed, the servitor will erupt from the consumed corpse, bloated and unfinished. The servitor is then fitted with an outer layer of metallic plates which will help protect its otherwise vulnerable form. The servitor gains additional powers depending on the type of metal used. The Scarab Servitor will be under the command of the caster. The Scarab Servitor counts towards the maximum amount of undead you can control.
Material Component: 25 gp worth of venom as well as the metal used in the construction of the servitor’s carapace. The cost is 500 gp for a golden carapace, 250 gp for a silver carapace and 150 gp for an iron carapace. It is not possible to purchase sacred stone to use in the creation of Scarab Servitors; it can only be acquired as a reward for exceptional service to the Zahl-Ganib.
Scarab Destroyer
Large Construct
Hit Dice: 16d12 (184 hp)
Initiative: +3
Speed: 40 ft. (4 squares), burrow 10 ft.
Armor Class: 29 (+16 Natural, +3 Dexterity), touch 13, flat-footed 26
Base Attack/Grapple: +12/+24
Attack: Slam +20 melee (2d8+8)
Full Attack: 2 Slams +20 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Double damage against objects, trample 3d8+4
Special Qualities: Damage reduction 10/adamantine, darkvision 60 ft., dark gem, fast healing 8, reflecting carapace, spell resistance 30
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 26, Dex 16, Con .-, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Large); 25-30 HD (Huge)
Level Adjustment: -
Scarab Destroyers are the heavy units of the Zahl-Ganib army. They act both as body guards for the Zahl-Ganib themselves, as well as animated battering rams for the undead forces when they lay siege to an enemy city. The Scarab Destroyers are made of solid iron with an outer shell consisting of the bone plates taken from a fallen Zahl-Ganib. This makes the Scarab Destroyers look very similar to the Zahl-Ganib (it requires a spot check DC 20 to actually tell the difference between a Zahl-Ganib and a Scarab Destroyer).
Combat
The Scarab Destroyers are not able to make up battle plans of their own, and always rely on the explicit commands of their creators in combat. The Scarab Destroyers will normally stand next to the Zahl-Ganib in battle, mainly to make it hard for their opponents to direct attacks at their creators. When not guarding their creators, the Scarab Destroyers often go in front of the Scarab Servitor armies, acting as shields to protect the more vulnerable Servitors.
Dark Gem (Sl): The Scarab Destroyer has inside his body a dark gem which acts as a conduit for unholy energy. This gem causes the Scarab Destroyer to be the centre for a permanent Unhallow effect, as per the spell. The effect is the same as an Unhallow spell cast by a level 16 Cleric.
Double Damage against Objects (Ex): A Scarab Destroyer that makes a full attack against an object or structure deals double damage.
Enforced Construction (Ex): The Scarab Destroyer gains an additional +5 hit points per HD.
Reflecting Carapace (Su): Any spell that is cast at the Scarab Destroyer and is stopped by its Spell Resistance will be deflected back at full effect to its original caster. This ability only applies to spells that directly target the Scarab Destroyer, not area of effect spells that happen to have the Scarab Destroyer inside its affected area.
Sandstorm (Su): Once every fifth round, the Scarab Destroyer can surround himself in a sandstorm which will cover an area of 30 ft. around it. For one full round, the sandstorm will deflect all non-magical missiles fired at the Scarab Destroyer or anyone else inside the area of effect. Any living creature caught in the sandstorm must succeed at a DC 23 Fortitude Saving Throw or suffer 5d6 points of choking damage. The DC is 15 + the Strength modifier of the Scarab Destroyer.
Trample (Ex): Reflex Saving Throw DC 23 for half damage. The DC is 15 + the Strength modifier of the Scarab Destroyer.
Construction
A Scarab Destroyers body is constructed out of 4,000 pounds of pure iron as well as the outer carapace of a Zahl-Ganib. The Zahl-Ganib considers it an honour if their body is used in the construction. The iron and other reagents needed to create a Scarab Destroyer cost a total of 14,000 gp. Assembling the body requires a DC 22 Craft (armorsmithing) check.
Caster Level: 16th
Requirements: Craft Construct, Bull’s Strength, Polymorph any object, Spell Resistance, Unhallow
Price: 175.000 gp.
Cost: 80.500 gp. + 6.400 XP.
Scarab Bombardier
Large Construct
Hit Dice: 12d12 (78 hp)
Initiative: +6
Speed: 30 ft. (4 squares), burrow 10 ft.
Armor Class: 22 (+8 Natural, +6 Dexterity), touch 16, flat-footed 18
Base Attack/Grapple: +9/+15
Attack: Slam +11 melee (1d8+2)
Full Attack: 2 Slams +11 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid spit, bombard, scarab shriek
Special Qualities: Damage reduction 5/adamantine, darkvision 240 ft., fast healing 4, spell resistance 25
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 14, Dex 22, Con .-, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-20 HD (Large); 21-26 HD (Huge)
Level Adjustment: -
If the Scarab Destroyers are the heavy units of the Zahl-Ganib army, then the Scarab Bombardiers are its ranged support unit. The large, bloated constructs have a far more organic appearance than their Destroyer counterparts. The Scarab Bombardiers look like fat Zahl-Ganib, with two enormous venom-sacks hanging heavily on each side of their head. The Bombardiers are made of flesh that is stitched together and then covered by heavy iron plates. The appearance of the creature is still clearly insectoid, but they don’t look anything like their Zahl-Ganib creators.
Combat
The Scarab Bombardiers are primarily ranged attackers. They usually travel alongside Scarab Destroyers and Scarab Servitors, acting as a support unit that can use their powerful acid attack to wear down an opponent before the Destroyers and Servitors engage in melee. The Bombardiers rarely fight opponents alone. If they do, they will try to use a hit-and-run tactic to wear their opponent down while staying at range. If they get caught in melee, they will often burrow to get away.
Acid Spit (Ex): Once per round, the Scarab Bombardier can fire a globe of acid spittle at its opponents. The acid spit has a maximum range of 400 ft. It causes 5d6 points of Acid damage to anyone within 5 ft. of its point of impact. If the Scarab Bombardier attempts to strike a flying target with his Acid Spit, it must succeed at a ranged touch attack with a +15 attack bonus.
Bombard (Ex): Once every fifth round, the Scarab Bombardier can empty one of its venom sacks in a barrage of acid. The acid has a maximum range of 800 ft. and affects a circle with a 30 ft. radius. Everyone within the area suffers 10d6 points of Acid damage, unless they succeed at a DC 21 Reflex Saving Throw. If they succeed at their Saving Throw, they only suffer half damage. The Saving Throw DC is 15 + the Dexterity modifier of the Scarab Bombardier.
Scarab Shriek (Su): Once per day, the Scarab Bombardier can let out a high-pitched shriek that it uses to terrorize its opponents. The shriek affects all living enemies within 30 ft. All creatures caught in the area of effect must succeed at a DC 16 Will Saving Throw or become Dazed for 1d4+1 rounds. The Saving Throw DC is 15 + the Wisdom modifier of the Scarab Bombardier. The Scarab Bombardier will usually save this ability for dealing with any foes that get in melee with it.
ConstructionA Scarab Destroyers body is constructed out of 3,000 pounds of flesh as well as several iron plates. The flesh, iron and other reagents needed to create a Scarab Destroyer cost a total of 10,000 gp. Assembling the body requires a DC 21 Craft (armorsmithing) check.
Caster Level: 16th
Requirements: Craft Construct, Acid Arrow, Cat’s Grace, Polymorph any object, Spell Resistance,
Price: 150.000 gp.
Cost: 80.000 gp. + 5.600 XP.
Scarab Servitor
Medium-sized Undead
Hit Dice: 5d12+3 (36 hp)
Initiative: +7
Speed: 30 ft. (4 squares), burrow 10 ft.
Armor Class: 18 (+5 Natural, +3 Dexterity), touch 13, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d8+2)
Full Attack: 2 Slams +4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Piercing skitter, venom sacks
Special Qualities: Darkvision 60 ft., metallic carapace, undead traits
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 14, Dex 17, Con .-, Int 7, Wis 13, Cha 10
Skills: Listen +9, Spot +9
Feats: Improved Initiative, Toughness
Environment: Desert
Organization: Solitary or Patrol (3-4)
Challenge Rating: 2 (3 for sacred stone variant)
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium-size); 11-16 HD (Large)
Level Adjustment: -
Scarab Servitors are the lowliest minions in the Zahl-Ganib hierarchy. These undead creatures resemble enlarged stag beetles, with oversized horns and vicious mandibles. Spawned from a rotting corpse through the use of the Servitor Seed spell, the Scarab Servitors are easily replaceable warriors of the Zahl-Ganib army. These undead are by nature aggressive and suicidal, throwing themselves at any enemies they encounter en masse. Usually, it is possible to hear the Scarab Servitors from miles away, as they have a bad habit of constantly snapping their mandibles together, something that produces a high, gnashing sound.
Combat
The Scarab Servitors are not the cleverest undead one can face, but of the intelligent undead a group of adventurers can end up fighting, the servitors are by far the most reckless.
Metallic Carapace (Ex): The Scarab Servitors are constructed using an amalgamation of flesh and metal. The servitors gain defensive powers depending on the metal used in the construction of their exoskeleton.
Gold – The golden Scarab Servitors are the most easily visible of the subtypes of servitors. Their golden armor can be seen from miles away in daylight, as they reflect the light of the sun. Anyone attacking a golden Scarab Servitor in sunlight with a ranged attack suffers a -6 penalty to their attack roll, as it is very hard to look directly at the shimmering scarab.
Silver – The silver Scarab Servitors are normally used to fight any undead that enter the Zahl-Ganib domains. The silver exoskeleton of the servitors protects them against the powers of other undead creatures. The silver Scarab Servitors have a +4 bonus to all Saving Throws made to resist spells and effects used on them by other undead creatures.
Iron – The iron Scarab Servitors are the bulk of the Zahl-Ganib army. These servitors are protected by a thick layer of pure iron that keeps them safe from most mundane weapons. The iron Scarab Servitors have damage reduction 5/adamantium.
Sacred Stone – A very few Scarab Servitors are made with an outer armor compromised of the sacred stone of the Zahl-Fareem library. These rare servitors are the elite of the Zahl-Ganib army, the heavy shock troopers. Only the Zahl-Ganib themselves can construct sacred stone Scarab Servitors, and only in limited numbers. The sacred stone Scarab Servitors have a +6 bonus to Strength and Dexterity, a +4 bonus to their Natural Armor and Spell Resistance 17.
Piercing Skitter (Ex): The loud sound that accompanies large groups of Scarab Servitors is very discomforting to living creatures. If a living creature is within 120 ft. of 10 or more Scarab Servitors he must succeed at a DC 15 Will Saving Throw or become Shaken for 2d4 rounds. Anyone that succeeds their Saving Throw becomes immune to Piercing Skitter for 24 hours. Anyone that fails their Saving Throw must roll another Saving Throw once the Shaken effect transpires, or become Shaken again.
Venom Sacks (Ex): The Scarab Servitors have large sacks containing potent venom inside their body. On death, these pressurized sacks will explode violent, infecting all within 10 ft. of the servitor with a potent poison. The poison is a Contact poison that causes 2d8 points of damage as Initial Damage and 3d8 points of damage as Secondary Damage. It requires a DC 17 Fortitude Saving Throw to be resisted. Anyone that dies as a result of the Scarab Servitor poison has a 25% chance to carry a servitor seed inside their body, as if though they had been affected by the Servitor Seed spell. The Scarab Servitor that spawns from the body will be under the control of the same spellcaster that controlled the Scarab Servitor that died.
Servitor Seed
Necromancy
Level: Sor/Wiz 6
Components: S, V, M
Casting Time: 1 action
Range: Touch
Target: One corpse of size small or larger
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Galen had studied the Zahl-Ganib for weeks before he entered their territory. He had seen the enormous Scarab Destroyers carrying corpses from god knows where to the Zahl-Ganib valley. There, he had seen the Zahl-Ganib necromancers perform strange spells on these corpses. His training told him that these were spells of animation, yet the corpses did not rise as Galen had expected.
Servitor Seed implants a necromantic egg inside a corpse. This egg will slowly eat the tissue of the corpse to create a Scarab Servitor. It takes 24 hours for a Scarab Servitor to develop inside the corpse. Once the 24 hours have passed, the servitor will erupt from the consumed corpse, bloated and unfinished. The servitor is then fitted with an outer layer of metallic plates which will help protect its otherwise vulnerable form. The servitor gains additional powers depending on the type of metal used. The Scarab Servitor will be under the command of the caster. The Scarab Servitor counts towards the maximum amount of undead you can control.
Material Component: 25 gp worth of venom as well as the metal used in the construction of the servitor’s carapace. The cost is 500 gp for a golden carapace, 250 gp for a silver carapace and 150 gp for an iron carapace. It is not possible to purchase sacred stone to use in the creation of Scarab Servitors; it can only be acquired as a reward for exceptional service to the Zahl-Ganib.