Scarab Monarch (3.5e Monster)
From Dungeons and Dragons Wiki
| |||||||||
Rate this article Discuss this article |
I | II | III | |
---|---|---|---|
Size/Type: | Medium Construct (Bot, Siege) | Large Construct (Bot, Siege) | Huge Construct (Bot, Siege) |
Hit Dice: | 4d10+18 (40(Self-Repair 4) hp) | 6d10+37 (70(Self-Repair 7) hp) | 8d10+56 (100(Self-Repair 10) hp) |
Initiative: | +6 | +5 | +4 |
Speed: | 30', 30' Jump (Clumsy), 15' Climb | 25', 35' jump (Clumsy), 15' Climb | 20', 40' jump (Clumsy), 20' Climb |
Armor Class: | 18(10base+6Dex+2natural), touch 16, flat-footed 12 | 17(10base+5Dex-1size+3natural), touch 14, flat-footed 12 | 16(10base+4Dex-2size+4natural), touch 12, flat-footed 12 |
Base Attack/Grapple: | +3/+0 | +4/+4 | +6/+1/+8 |
Attack: | see below | see below | see below |
Full Attack: | see below | see below | see below |
Space/Reach: | 5’/5’ | 10’/10’ | 15’/15’ |
Special Attacks: | see below | see below | see below |
Special Qualities: | Bot Traits, Construct Traits, Jump, Self-Repair | Bot Traits, Construct Traits, Jump, Self-Repair | Bot Traits, Construct Traits, Jump, Self-Repair |
Saves: | Fort —, Ref +7, Will +3 | Fort —, Ref +9, Will +5 | Fort —, Ref +11, Will +7 |
Abilities: | Str 18, Dex 22, Con —, Int —, Wis 10, Cha 6 | Str 20, Dex 20, Con —, Int —, Wis 12, Cha 6 | Str 24, Dex 18, Con —, Int —, Wis 14, Cha 6 |
Skills: | — | — | — |
Feats: | — | — | — |
Environment: | Any | Any | Any |
Organization: | 1-4, usually found with speeders | 1-3, usually found with speeders | 1-2, usually found with speeders |
Challenge Rating: | 4 | 6 | 8 |
Treasure: | None | None | None |
Alignment: | True Neutral | True Neutral | True Neutral |
Advancement: | — | — | — |
Level Adjustment: | +1 | +2 | +3 |
Features[edit]
Bot Traits: A scarab monarch has bot traits.
Grapple: A scarab monarch does not have a mechanism to grapple with, thus it automatically fails all grapple checks. However, it can still bullrush and do other special attacks, add the above grapple modifier to all other special attacks.
Scarab Specific 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). Missile damage can be averted with a Reflex save for half. The DC is based on 10+1/2BAB+Dex modifier. Missiles have a range of 100', and deal damage based on size:
- Standard: A direct hit deal 1d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 3d6 fire and piercing damage in a 10’ radius burst (including the target at center).
- Greater: A direct hit deal 2d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 5d6 fire and piercing damage in a 15’ radius burst (including the target at center).
- Elite: A direct hit deal 3d6 fire damage with no save. Regardless if it hits or misses, the ball promptly explodes, dealing 7d6 fire and piercing damage in a 20 ft. radius burst (including the target at center).
- RELOAD_MISSILE: Takes a move action to reload (only need to do every 2 rounds noting that there are two of them).
- RESTOCK_MISSILE:</small> A scarab monarch can hold up to 8 missiles, requiring 1d3+1 rounds to restock when manned by a normal crew(2). A full crew(4) 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, this increases speed by 15’. 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 a small-sized flamethrower.
- PICK_O_MATIC: Rears on hind legs, then pierces into target with front legs, then head. Each front leg deals: 1d6 for standard; 1d8 for greater; or 2d6 for elite. Head deals: 2d6+2 for standard; 2d8+2 for greater, or 3d6+3 for elite.
- WHIRL_WIND_ATTACK: Twirls with all legs. Each contact is dealt: 1d6+1 for standard; 1d8+2 for greater, or 2d6+3 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 themselves off, becoming a unattended object. This gives the scarab an additional +8 natural armor bonus to AC, at the cost of mobility.
Scarab Companion: A scarab monarch can be used as a construct companion (if in a futuristic setting).
Back to Main Page → 3.5e Homebrew → Monsters
Franken Keseyv [Expand] |
---|
Facts about "Scarab Monarch (3.5e Monster)"
Alignment | True Neutral + |
Author | Franken Kesey + |
Challenge Rating | 4 +, 6 + and 8 + |
Environment | Any + |
Identifier | 3.5e Monster + |
Level Adjustment | +1 +, +2 + and +3 + |
Rating | Unrated + |
Size | Medium +, Large + and Huge + |
Subtype | Bot + and Siege + |
Title | Scarab Monarch + |
Type | Construct + |