Scaladar (CR 8)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Spot +4
Languages: Cannot speak
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 7d10+30 (68 hp); DR: 10/adamantine
Fort +2, Ref +4, Will +2
Speed: 50 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +5; Grapple +15
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee and stinger +8 melee
Damage: Claws 1d8+6, stinger 1d6+3 plus 1d6 electricity
Special Attacks/Actions: Improved grab, shocking sting
Abilities: Str 22, Dex 14, Con -, Int -, Wis 11, Cha 1
Special Qualities: Arcane sight, construct traits, electricity absorption, immunity to acid and cold, magic missile absorption, resistance to fire 10
Feats: Improved Initiative; Multiattack
Skills: Climb +14, Hide +2, and Spot +4
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Organization: Solitary or gang (2-4)
City of Splendors: Waterdeep
Scaladars attack first with their claws, preferring to use their improved grab to grapple opponents and then follow with a sting attack against grappled or pinned opponents.
Improved Grab (Ex): To use this ability, a scaladar must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Shocking Sting (Su): A scaladar deals 1d6 points of electricity damage to creatures hit with its stinger, or 2d6 points of electricity damage if its stinger is overcharged due to its electricity absorption ability (see above).
Arcane Sight (Su): Scaladars see magical emanations as if they were under the effects of the arcane sight spell.
Construct Traits: A scaladar has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.
Electricity Absorption (Ex): Scaladars are immune to electricity attacks. If a scaladar is subject to electricity damage, it instead overcharges its shocking sting for a number of minutes equal to the electricity damage dealt. While overcharged, each sting attack the scaladar makes deals extra electricity damage (see above). A scaladar can't overcharge itself or another scaladar with its shocking sting.
Magic Missile Absorption (Ex): Scaladars are healed by magic missile spells, receiving a number of hit points equal to the damage the spell would normally deal.
Skills: Scaladars have a +8 racial bonus on Climb checks and a +4 racial bonus on Hide and Spot checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.