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Ruins of Undermountain conversions
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<blockquote data-quote="BOZ" data-source="post: 201649" data-attributes="member: 1241"><p><strong>SCALADAR</strong></p><p>Large Construct</p><p>Hit Dice: 7d10 (38 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft</p><p>AC: 20 (-1 size, +3 Dex, +8 natural)</p><p>Attacks: 2 claws +8 melee, tail +3 melee</p><p>Damage: Claw 1d12+3, tail 2d4+1 and sting</p><p>Face/Reach: 5 ft by 10 ft/5 ft</p><p>Special Attacks: Improved grab, squeeze, sting, bludgeon</p><p>Special Qualities: Construct, SR 18, absorb electricity, absorb magic missiles, fire resistance 30, immunities, half damage from slashing and piercing, detect scaladar, rust (vulnerability)</p><p>Saves: Fort +2, Ref +5, Will +2</p><p>Abilities: Str 17, Dex 16, Con ---, Int ---, Wis 11, Cha 1</p><p>Skills: Climb +7</p><p></p><p></p><p>Climate/Terrain: Any warm land and underground</p><p>Organization: Solitary or patrol (1-4)</p><p>Activity Cycle: Any</p><p>Challenge Rating: 7</p><p>Treasure: Standard (magic items only)</p><p>Alignment: Always neutral</p><p>Advancement: 8-14 HD (Large); 15-21 HD (Huge)</p><p></p><p>The scaladar are scorpion-like automatons created to guard and horde magical treasure. These metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to surface on the command of their creator, or in search of magic items.</p><p> Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are often programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body.</p><p> The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them.</p><p> Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish spell.</p><p></p><p>COMBAT</p><p>Scaladar quickly intimidate foes with their swift movements and sudden attacks. They can attack three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail.</p><p> Improved Grab (Ex): To use this ability, the scaladar must hit with both of its claw attacks. If it gets a hold, it hangs on and stings.</p><p> Squeeze (Ex): A scaladar that gets a hold on an opponent of Medium-size or smaller automatically deals damage with both claws, biting and stinging at its full attack value. Victims caught in a scaladar’s claws may make one escape attempt by rolling a Strength check; if the roll is not successful the victim will be trapped until dropped by the scaladar.</p><p> Sting (Ex): Creatures hit by the scaladar’s tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once every ten rounds, but it can recharge this power if it is able to find a source from which it can absorb electricity. Underwater, this sting has the same basic effect as a 30-foot radius fireball, but does no harm to the scaladar.</p><p> Bludgeon (Ex): A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack.</p><p> Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p> Absorb Electricity (Su): A scaladar absorbs all electrical attacks, lightning strikes, breath weapons and magic related to electricity, and retains them as stored energy. Each hit point worth of damage from the attack is stored as one point of energy. This energy is released through the scaladar’s tail attack, although the automaton needs to have at least 12 points of energy saved up to use this attack.</p><p> Absorb Magic Missiles (Su): A scaladar absorbs magic missiles, using the magical energy to repair damage to it. The energy heals the scaladar in the same round, healing as many hit points as the damage value for the missiles. Any excess energy is dissipated at the end of the round.</p><p> Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a scaladar, with a minimum of 1 point of damage.</p><p> Immunities (Ex): Scaladar are immune to acid and cold, as well as disintegrate, maze, and <crystalbrittle> spells.</p><p> Detect Scaladar (Ex): Scaladar are always aware of each other as well as anyone with a ring of Trobriand, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range.</p><p> Rust (Ex): Scaladar cannot swim or float, but can function temporarily underwater. These metal monsters begin to rust after 1-20 days of submersion, reducing their speed by half. If they remain another 1-20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile.</p><p> Skills: Scaladar receive a +4 racial bonus to Climb checks.</p><p></p><p>RINGS OF TROBRIAND</p><p>Rings of Trobriand were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar’s orders, if the character controlling it is not in range, and give new orders to it.</p><p> Trobriand has also created a Master Ring of the Scaladar, which can override any scaladar’s orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times</p><p></p><p>The scaladar first appeared in the Ruins of Undermountain boxed set (1991), and then in the Monstrous Compendium Annual Two (1995) under the “automatons” entry.</p></blockquote><p></p>
[QUOTE="BOZ, post: 201649, member: 1241"] [B]SCALADAR[/B] Large Construct Hit Dice: 7d10 (38 hp) Initiative: +3 (Dex) Speed: 20 ft AC: 20 (-1 size, +3 Dex, +8 natural) Attacks: 2 claws +8 melee, tail +3 melee Damage: Claw 1d12+3, tail 2d4+1 and sting Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Improved grab, squeeze, sting, bludgeon Special Qualities: Construct, SR 18, absorb electricity, absorb magic missiles, fire resistance 30, immunities, half damage from slashing and piercing, detect scaladar, rust (vulnerability) Saves: Fort +2, Ref +5, Will +2 Abilities: Str 17, Dex 16, Con ---, Int ---, Wis 11, Cha 1 Skills: Climb +7 Climate/Terrain: Any warm land and underground Organization: Solitary or patrol (1-4) Activity Cycle: Any Challenge Rating: 7 Treasure: Standard (magic items only) Alignment: Always neutral Advancement: 8-14 HD (Large); 15-21 HD (Huge) The scaladar are scorpion-like automatons created to guard and horde magical treasure. These metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to surface on the command of their creator, or in search of magic items. Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are often programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body. The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them. Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish spell. COMBAT Scaladar quickly intimidate foes with their swift movements and sudden attacks. They can attack three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail. Improved Grab (Ex): To use this ability, the scaladar must hit with both of its claw attacks. If it gets a hold, it hangs on and stings. Squeeze (Ex): A scaladar that gets a hold on an opponent of Medium-size or smaller automatically deals damage with both claws, biting and stinging at its full attack value. Victims caught in a scaladar’s claws may make one escape attempt by rolling a Strength check; if the roll is not successful the victim will be trapped until dropped by the scaladar. Sting (Ex): Creatures hit by the scaladar’s tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once every ten rounds, but it can recharge this power if it is able to find a source from which it can absorb electricity. Underwater, this sting has the same basic effect as a 30-foot radius fireball, but does no harm to the scaladar. Bludgeon (Ex): A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Absorb Electricity (Su): A scaladar absorbs all electrical attacks, lightning strikes, breath weapons and magic related to electricity, and retains them as stored energy. Each hit point worth of damage from the attack is stored as one point of energy. This energy is released through the scaladar’s tail attack, although the automaton needs to have at least 12 points of energy saved up to use this attack. Absorb Magic Missiles (Su): A scaladar absorbs magic missiles, using the magical energy to repair damage to it. The energy heals the scaladar in the same round, healing as many hit points as the damage value for the missiles. Any excess energy is dissipated at the end of the round. Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a scaladar, with a minimum of 1 point of damage. Immunities (Ex): Scaladar are immune to acid and cold, as well as disintegrate, maze, and <crystalbrittle> spells. Detect Scaladar (Ex): Scaladar are always aware of each other as well as anyone with a ring of Trobriand, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range. Rust (Ex): Scaladar cannot swim or float, but can function temporarily underwater. These metal monsters begin to rust after 1-20 days of submersion, reducing their speed by half. If they remain another 1-20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile. Skills: Scaladar receive a +4 racial bonus to Climb checks. RINGS OF TROBRIAND Rings of Trobriand were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar’s orders, if the character controlling it is not in range, and give new orders to it. Trobriand has also created a Master Ring of the Scaladar, which can override any scaladar’s orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times The scaladar first appeared in the Ruins of Undermountain boxed set (1991), and then in the Monstrous Compendium Annual Two (1995) under the “automatons” entry. [/QUOTE]
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