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Hoard Scarab

Half-Dragon Immunities and Resistances

Dragon Variety Immunity or Resistance

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Amethyst Immunity to poison Battle Immunity to sonic Brown Immunity to acid Chaos Immunity to confusion/insanity Crystal Immunity to cold Deep Immunity to charms, resistance to cold 10 and fire 10 Emerald Immunity to sonic Ethereal None Fang None Howling Immunity to sonic Oceanus Immunity to electricity Pyroclastic Immunity to fire or sonic (50% chance for either) Radiant None Rust None Sapphire Immunity to electricity Shadow Immunity to energy drain Song Immunity to electricity and poison Styx Immunity to disease and poison Tarterian None Topaz Immunity to cold

Lung Half-Dragons

Dragon Variety Special Abilities

Chiang lung Water breathing, cause rain (see text) Li lung Roar (see text), burrow 10 ft. Lung wang Water breathing, immunity to fire, cone of steam (fire) breath weapon (6d10, DC 18) Pan lung Water breathing, water fire (see text) Shen lung Water breathing, immunity to electricity and poison, water fire (see text) T’ien lung Water breathing, cone of fire breath weapon (6d10; DC 18) Tun mi lung Water breathing, air and water immunity Yu lung Water breathing

the water fire is dispelled by fire, the half-dragon can’t activate the ability again for 2d6 minutes.

A hoard scarab is an eyeless, beetlelike creature that hides in piles of treasure. Thanks to its size and its silver or golden shell, it looks much like a coin when dormant (though close observation reveals its nature). A swarm resembles a pile of gold and silver pieces.

Hoard scarabs are often found hidden among the treasure of a dragon (hence their name). They often live in a symbiotic relationship with a dragon, keeping the wyrm’s scales clean of troublesome vermin (the dragon’s natural armor keeps it safe from the scarab’s burrow ability).

Hoard scarabs are unintelligent and cannot speak or understand any languages. COMBAT

An individual hoard scarab seeks to burrow into its target’s flesh. However, hoard scarabs prefer to attack en masse, swarming over a target and chewing it apart.

Burrow (Ex): If a hoard scarab hits a Small or larger living creature with a bite attack (or if a hoard scarab swarm hits with its swarm attack), on its next turn it can attempt to burrow into the target’s flesh. The target may attempt a Reflex save (DC 11 for an individual scarab, or DC 14 for a swarm) to prevent the hoard scarab from burrowing in (a helpless creature can’t prevent the burrowing). If the save fails, each round thereafter the target takes 1d2 points of Constitution damage (from an individual scarab) or 2d4 points of Constitution damage (from a swarm of scarabs).

A hoard scarab doesn’t leave a target until the target is dead. Once a hoard scarab has burrowed into its target, it can be destroyed by any effect that would cure a disease, such as remove disease or heal. (A single spell eliminates all burrowing hoard scarabs, though it gives no protection against further burrowings.)

Creatures with immunity to disease, as well as those with a natural armor bonus (including enhancement) of +3 or better, are immune to a hoard scarab’s burrowing attack.

Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round (Fortitude DC 14 negates). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using any skill involving patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A hoard scarab swarm is immune to all weapon damage.

Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its

Hoard scarab

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