Scarab Monarch (3.5e Monster)

Bot Features

 * Scan:
 * Standard: Detect Hostile Intent, Status, Detect Animals or Plants, Detect Magic, Detect Parentage, Detect Power Level, Detect Snares and Pits, Detect Undead, Ell's Magic Timepiece, Know Direction.
 * Greater: Detect Hostile Intent, Find Traps, Status, Detect Animals or Plants, Detect Magic, Detect Parentage, Detect Power Level, Detect Undead, Ell's Magic Timepiece, Know Direction, Sense Spiders.
 * Elite: Detect Hostile Intent, Discern Ancestry, Find Traps, Status, Detect Animals or Plants, Detect Magic, Detect Parentage, Detect Power Level, Detect Snares and Pits, Detect Undead, Ell's Magic Timepiece, Empathy, Know Direction, Sense Spiders.
 * Output: Tongues

Bot Traits

 * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 * Immunity to poison, sleep effects, paralysis, polymorph, stunning, and disease.
 * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
 * Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Since it was never alive, a construct cannot be raised or resurrected.
 * Bots do not breathe, eat, or sleep.

Scarab Commands
FIRE_MISSILE: As a standard action, a scarab can fire from one of two small cannons on the front of their heads. Both may be treated as siege weapons. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). Missiles have a range of 100', and deal damage based on size:
 * Standard: A direct hit deal 2d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 5d8 fire and piercing damage in a 15 ft. radius burst (including the target at center).
 * Greater: A direct hit deal 3d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 10d6 fire and piercing damage in a 20 ft. radius burst (including the target at center).
 * Elite: A direct hit deal 4d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 15d6 fire and piercing damage in a 25 ft. radius burst (including the target at center).
 * Missile damage can be averted with a Reflex save for half. The DC is based on 10 + 1/2 your BAB + Dex modifier.

RELOAD_MISSILE: Takes a move action to reload (only need to do every 2 rounds noting that there are two of them).

RESTOCK_MISSILE: A scarab monarch can hold up to 8 missils, requiring 1d3+1 rounds to restock when manned by a normal crew(2). A full crew(3) can reduce the reloading time by 1 round (to a minimum of 1).

INITIATE_REAR_BOOSTER: As a move action, can activate a burst of speed for jumping (+10 standard, +15 elite, or +20 siege). Mostly used to throw them into the fray of combat.

INITIATE_REAR_WEAPON: The rear booster can also can act as a rear weapon; making it harder to flank a scarab monarch. Threat as an, appropriotly sized (tiny for standard, small for greater, or medium for elite) flamethrower, when being used as a weapon.

PICK_O_MATIC: Rears on hind legs, then pierces into target with front legs, then head. Each front leg deals: 1d6+8 for standard; 1d8+9 for greater; or 2d6+11 for elite. Head deals: 2d6+8 for standard; 3d6+9 for greater, or 4d6+11 for elite.

WHIRL_WIND_ATTACK: Twirls with all legs. Each contact is dealt: 1d6+5 for standard; 1d8+6 for greater, or 2d6+7 for elite.

POUNCE: Springs with all legs, then initiates booster, then pick-o-matics.

BACK_IN_SHELL: As a total defensive action, a scarab may seal themself off, becoming a unattended object. This gives the scarab an additional natual armor bonus to AC (+15 standard, +20 greater, or +25 elite), at the cost of mobolility.