Fixer Scarab: The monster that repairs your constructs! [Archive] - Wizards Community

Post/Author/DateTimePost
ieattrollsforbreakfast

08-12-03, 04:45 PM
I just created this little critter today, because I thought what some constructs lacked is the fast healing ability, and the ability to heal itself in combat. So here is the Fixer Scarab, take a look and give me your comments, good and bad, I like a bit of construcive critisism :)

(now updated to 3.5 :D)

Fixer Scarab
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +1/-9
Attack: Bite +1 melee (1d4 -2 plus special bite)
Full Attack: Bite +1 melee (1d4 -2 plus special bite)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Repair Construct, Special Bite
Special Qualities: Construct traits, darkvision 60ft., low-light vision, Damage Reduction 5/adamantine
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 6, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
--------------------------------------------------------------------------------
Environment: Any land and underground
Organization: Squad (1-10 scarabs plus 1 small or larger constuct)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Tiny)
Level Adjustment: -

The strange constuct before you appears to be a mechanical beetle about the size of a small house cat. It crawls across its host's body, repairing flaws in unatural hide.

Fixer scarabs are tiny constructs that resemble beetles, about 1ft in diameter, made of metal. The mandibles of the
beetle have been replaced by small mechanical tools such as drills, hammers, chisels and a tiny magical heating element it
uses to weld metal together. The specific tools on a fixer scarab depend on the construct it has been created to repair, for
example fixer scarabs for flesh golems include needles for stitching together loose limbs.

Combat

Fixer scarabs are never found alone, and so rarely resort to attacking any enemies, usually relying on their construct hosts
for protection. If the host is destroyed, the scarabs will swarm the attacker and bite them until either them or the attacker
dies.

Repair Constuct (Ex): One per round a fixer scarab can restore one hit point to its constuct host as a full round action. The
fixer scarab has effctively repaired a damaged area of the construct. The scarab must be in contact with the constuct. The
amount of scarabs that can attach to construct to heal it depends on the constructs size.

Small: 2 Scarab
Medium: 4 Scarabs
Large: 8 Scarabs
Huge: 16 Scarabs
Gargantuan: 32 Scarabs
Colossal: 64 Scarabs

Fixer scarabs can only repair so much damage before it must recharge itself (resting for eight hours). The amount of times a
scarab can use its Repair Construct ability per day is equal to its HD multiplied by 10, thus a 3HD scarab can use the repair
construct ability 30 times per day. Note that if a flesh fixer scarab repairs a construct after using its Rending Jaws
special attack, this counts as 1 use of the repair construct ability.

Special Bite (Su): All fixer scarabs have a special magical tool it uses to repair specific types of golem. each scarab may
only have one of the types listed below, depending on the type of construct it is designed to repair. If a construct does not
fit into either the metallic, stone or flesh catagories. Note that stone constructs include any construct composed of some
form of mineral that is not metal, eg. clay and stone golems fit this catagory. A scarab can choose not to use its special
attack.

Red Hot Bite: The mouth tools of a fixer scarab that is designed to repair metallic golems include a magical heating element
which it can use to repair metal constructs. When a bite attack is succesfully made, the scarab burns its victim with this
element. The resulting damage is an additional 1d6 points of fire damage.

Rending Jaws: The mouth tool of a scarab designed to repair flesh constructs include many tiny claws designed to tear away
the flesh of an opponent. This attack does an extra 1d4 damage to the victim. If the attack is successful the scarab can use
the opponent's rended flesh to repair its host, and the scarab repairs the same amount of hit points that it rended from its
oppenent. On a succesful bite, the scatab must heal its host or drop the flesh (which then cannot be used for repairs) before
it can use this ability again. For example if a scarab successfully hits its target and deals 1 damage with its bite attack,
plus and extra 3 from the rend attack, the construct is healed by 3 points when the scarab next heals its host, provided it
hasn't used its bite attack again.

Petrifying Mandibles: A scarab designed to repair stone constructs has a tool that magically strengthens stone, and can turn other materials to stone if its supplies are low. A creature hit by the stone fixer scarab's bite attack must take a
Fortitude save (DC 15) or the bitten area will turn to stone, resulting in 1 point of constitution damage on a failed save, which can only be restored by a restoration or flesh to stone spell.
Conaill

08-13-03, 11:57 AM
Cool. You could have different special attacks, based on which golem the scarab is intended to repair. Flesh golem scarabs wouldn't get the Red Hot Bite, instead they would bite big chunks of flesh out of opponents, and scurry off to repair the flesh golem with them :devil:
Chobemaster

08-13-03, 12:39 PM
Make it a Fixxxer scarab, that fixes your broken games!
Ropp'cht'cht

08-14-03, 02:09 AM
This is a really neat idea.

I agree with Conaill that scarabs should have different breath attacks for different golems. Also, I might suggest increasing the number of scarabs that can attach themselves to a given construct, but imposing a limit on how much the scarabs can "fix" before needing to be recharged (or rest).
ieattrollsforbreakfast

08-14-03, 11:31 AM
OK here's the improvement. I've doubled the amount of scarabs that can live on a construct, and put a limit on the amount of times the scarab can heal in a day (10 x HD). Also, I've added some more special attacks :)

Here it is:

Fixer Scarab

Tiny Constuct
Hit Dice: 2d10 (9hp)
Initiative: +1 (Dex)
Speed: 30ft
AC: 17 (+1 Dex, +2 size, +4 natural)
Attacks: Bite -1 melee
Damage: Bite 1d4-2 and see text
Face/Reach: 2 1/2ft by 2 1/2ft/ 0ft
Special Attacks: Repair Construct, Special Bite
Special Qualities: Damage Reduction 5/+1
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 6, Dex 12, Con -, Int -, Wis 11, Cha 1

Climate/Terrain: Any land and underground
Organization: Squad (1-64 scarabs plus 1 medium-sized or larger constuct)
CR: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Tiny)

Fixer scarabs are tiny constructs that resemble tiny beetles, about 1ft in diameter, made of metal. The mandibles of the
beetle have been replaced by small mechanical tools such as drills, hammers, chisels and a tiny magical heating element it
uses to weld metal together. The specific tools on a fixer scarab depend on the construct it has been created to repair, for
example fixer scarabs for flesh golems include needles for stitching together loose limbs.

Combat

Fixer scarabs are never found alone, and so rarely resort to attacking any enemies, usually relying on their construct hosts
for protection. If the host is destroyed, the scarabs will swarm the attacker and bite them until either them or the attacker
dies.

(Ex)Repair Constuct: One per round a fixer scarab can restore one hit point to its constuct host as a full round action. The
fixer scarab has effctively repaired a damaged area of the construct. The scarab must be in contact with the constuct. The
amount of scarabs that can attach to construct to heal it depends on the constructs size.

Small: 2 Scarab
Medium: 4 Scarabs
Large: 8 Scarabs
Huge: 16 Scarabs
Gargantuan: 32 Scarabs
Colossal: 64 Scarabs

Fixer scarabs can only repair so much damage before it must recharge itself (resting for eight hours). The amount of times a
scarab can use its Repair Construct ability per day is equal to its HD multiplied by 10, thus a 3HD scarab can use the repair
construct ability 30 times per day. Note that if a flesh fixer scarab repairs a construct after using its Rending Jaws
special attack, this counts as 1 use of the repair construct ability.

(Su) Special Bite: All fixer scarabs have a special magical tool it uses to repair specific types of golem. each scarab may
only have one of the types listed below, depending on the type of construct it is designed to repair. If a construct does not
fit into either the metallic, stone or flesh catagories. Note that stone constructs include any construct composed of some
form of mineral that is not metal, eg. clay and stone golems fit this catagory. A scarab can choose not to use its special
attack.

Red Hot Bite: The mouth tools of a fixer scarab that is designed to repair metallic golems include a magical heating element
which it can use to repair metal constructs. When a bite attack is succesfully made, the scarab burns its victim with this
element. The resulting damage is an additional 1d6 points of fire damage.

Rending Jaws: The mouth tool of a scarab designed to repair flesh constructs include many tiny claws designed to tear away
the flesh of an opponent. This attack does an extra 1d4 damage to the victim. If the attack is successful the scarab can use
the opponent's rended flesh to repair its host, and the scarab repairs the same amount of hit points that it rended from its
oppenent. On a succesful bite, the scatab must heal its host or drop the flesh (which then cannot be used for repairs) before
it can use this ability again. For example if a scarab successfully hits its target and deals 1 damage with its bite attack,
plus and extra 3 from the rend attack, the construct is healed by 3 points when the scarab next heals its host, provided it
hasn't used its bite attack again.

Petrifying Mandibles: A scarab designed to repair stone constructs has a tool that magically strengthens stone, and can turn other materials to stone if its supplies are low. A creature hit by the stone fixer scarab's bite attack must take a
Fortitude save (DC 15) or the bitten area will turn to stone, resulting in 1 point of constitution damage on a failed save, which can only be restored by a restoration or flesh to stone spell.

Hope you like changes, comments and suggestions still welcome!
Talonos

10-03-03, 06:20 PM
This is really good!

I collect construct monsters, because there is an artificer's guild in my world that specializes in making golems and other constructs. These beetles are really good, but I have two suggestions:

Spell immunities?

If you see a bunch of them on a golem, all you need to do is fireball said golem, and all it's healing is lost. Perhaps you can give it an ability that gives it the spell immunities of it's host golem?

Second, the constitution thing. An iron golem is stronger than a stone golem, so I would assume its beetles should be too. A bite from a stone golem's beetle, on avarage, deals one half a character's hit dice in damage from constitution loss. (2 con damage - 1 one hp per level) Iron golem scarabs deal + 1d6. This makes stone golem beetles better.

Here are some other ideas:

________________________________________ ___


More special attacks for some of the other golems:

Epic level handbook:

Mythril and adamantine golems: Like red hot bite, only double the fire damage and it's treated as a +4 weapon. If a character fights an epic golem, its scarabs should be a lot more powerful than your usual variety.

Standard:

Clay golem: I suppose it depends on how it is treated. In my campaign, clay golems are made of soft, wet clay and if it fries out, that's bad. Fluid bite, bitten wound swells up with fluid, making something much like a pus filled blister. -1 to attacks and checks due to the pain? Perhaps it would require a fortitude save against infection from filth fever or something? If clay golems are hardened clay in your campaign, it could just have petrifying mandibles, only the stone is a reddish color.


Dragon 302:

Web golem: Spinnerets. Deals 1 dex damage as webbing is excreted from the mouth on a successful bite attack. Can only be healed by spending a round srcaping off the webbing. You can scrape off all webbing, restoring all dexterity, in a single round.

Alchemichal: I'm thinking of two options. Alchemichal golems are like a big blob of acid inside a rubbery, humanoid membrane. The scarab could either have an ability to replace lost membrane, or secrete acid to replace the acid lost when it gets wounded. Membrane: Deals 1 dex damage as a thick membrane grows over the skin around joints. The membrane is not unlike a thick callous. Deals 1 dex damage. Acid bite: like fire bite, only acid.

Mud golem: Fluid bite, described above. Maybe a stone to mud bite. Probably won't come up during combat, but it would make sense. Maybe both.

Rope golem: No clue. Any Ideas?

Puzzle golem: Same as stone, petrifying bite.


Web page:

Razor golem: It would make sense that a beetle for a razor golem would re-sharpen discs. But how do you make an attack out of a whetstone? Instead, you could say that is simply replaces damaged discs instead, and give it the ability to shoot the discs as a ranged attack for 1d6 damage.

Coal golem: No clue here either.


These are all the golems I know of. Any other ideas for other kinds of beetles attacks?
Sampetra

10-26-03, 12:54 PM
The rope golem fixer would have ropes stored in it, of course, so its bite thing could ensnare the attacked one in a piece of rope, dealing -1 dex damage.

Coal golem fixer . . . I have no clue.

Some other golems:
Stained glass golem: bite attack deals damge like a piercing weapon of some kind?
Brass golem: the heat metal thing
Dragonflesh golem or drolem: rend flesh (as noted for flesh golem) only better, because of dragon's thick skin

Also, let's not forget other constructs.
Nimblewright (see MMII, it's an intelligent construct with a mind and oodles of dex): This one could be fun. Because nimblewrights are creatures with minds, they could have similar control over their scarabs that the creator of a homunculus does over the homunculus. The scarab's bite would just be a firey bite, as nimblewrights are made of metal, but with the nimblewright controlling it this could be much cooler:
"Just distract that raging red dragon for a couple of minutes. I'll be back."
Sampetra

10-26-03, 12:58 PM
Originally posted by Talonos
I collect construct monsters, because there is an artificer's guild in my world that specializes in making golems and other constructs.
Would this artificer's guild consider making a nimblewright to spy on someone for a secret society, or do they have more scruples than that?
Schmendrick

12-12-03, 01:27 PM
Give the scarabs spell immunities (with a number of ways to break it; more than most constructs, I'd say). Also, I'd consider reducing the amount of bonus damage the repair constructs do in melee; they're support/defensive creatures, not melee. Offhand I'd say 1d3 (or 1d4) fire and 1d2 "rending". I'm not sure about the petrification. Remember, we're working with a CR1 that isn't even intended to be offensive.

And I wouldn't bother with all the different, more obscure forms of constructs out there. Covering metal(s), stone, clay, and flesh is plenty.
ieattrollsforbreakfast

12-12-03, 02:09 PM
Wow! I made these things back in August and I'm still getting replies! :D

Anyway, spell immunity is a good idea, but as you say complete spell immunity would make them a difficult challenge indeed. I'm thinking something along the lines of spell immunity to all spells up to, say 3rd or 4th level. What do you think to that?

About the bonus damage, I was thinking along the lines that the heat required to actually heat and mold melt in a matter of seconds would be pretty high, so realisticly the damage should be high. I decided to go with d6 just to keep it low, but I didnt want it too low.
Schmendrick

12-12-03, 02:43 PM
Originally posted by ieattrollsforbreakfast
Wow! I made these things back in August and I'm still getting replies! :D
I got here via your signature; this is the first I'd seen of it. Thought I'd put my bit in.

Originally posted by ieattrollsforbreakfast
Anyway, spell immunity is a good idea, but as you say complete spell immunity would make them a difficult challenge indeed. I'm thinking something along the lines of spell immunity to all spells up to, say 3rd or 4th level. What do you think to that?
Most constructs (or golems, anyway) have magic immunity with a few exceptions themed to its concept (like slow and haste on a mithril golem, f'rinstance). I'd follow suit, there. Maybe mending or shatter, or such spells? Perhaps also fire/cold damage, cure/inflict spells, or the stone->mud spells, for specific types?

Originally posted by ieattrollsforbreakfast
About the bonus damage, I was thinking along the lines that the heat required to actually heat and mold melt in a matter of seconds would be pretty high, so realisticly the damage should be high. I decided to go with d6 just to keep it low, but I didnt want it too low.
Well, yeah, you're looking at a very high heat, but (at least the way I envision them) a very small surface. Part of this might be that my first mental image when you say "scarab" is a diminutive or fine creature. "Tiny" is as big as a cat, and I just have a harder time picturing a golem swarming with cat-sized beetles.
Also consider the potential benefits to a flesh golem (already rather powerful) who can get such unlimited healing (beyond the 10/fixer scarab HD).

Either way, something that can do such damage is a bit much for the CR you gave them. I suppose the easier way to go would be to just increase their CR; otherwise I guess I'm really just comparing them to an entirely different mental image.
ieattrollsforbreakfast

12-12-03, 03:14 PM
Most constructs (or golems, anyway) have magic immunity with a few exceptions themed to its concept (like slow and haste on a mithril golem, f'rinstance). I'd follow suit, there. Maybe mending or shatter, or such spells? Perhaps also fire/cold damage, cure/inflict spells, or the stone->mud spells, for specific types?
The way I picture them, all the scarabs are the same basic shape and size and, as it says in my description, made of metal. It is only their mouth parts that change, so perhaps it might be best to go with the same immunities as the Iron Golem...
Well, yeah, you're looking at a very high heat, but (at least the way I envision them) a very small surface. Part of this might be that my first mental image when you say "scarab" is a diminutive or fine creature. "Tiny" is as big as a cat, and I just have a harder time picturing a golem swarming with cat-sized beetles.
True it is a small surface (you're beginning to sway me!).
About the mental image, I picture them as almost cat sized beetles, probably just over a foot long. I dont see them as swarming around a construct unless it is really big where up to 64 of the things can occupy it. Only 4 of the scarabs can occupy a
medium sized construct, so that would be something along the lines of one on the legs, one on the body, one on the arms and one for the head. Granted, it would be pretty uncomfortable having 4 cats climbing on your body, and they wouldbe heavy, but the hosts are contructs that cannot feel comfort or pain, so I dont think it would bother them.
Either way, something that can do such damage is a bit much for the CR you gave them. I suppose the easier way to go would be to just increase their CR; otherwise I guess I'm really just comparing them to an entirely different mental image.
Your right, they are looking high for their CR. You know what, you convinced me on the damage thing. I'm gonna change the damage of the fire to d4, not sure about changing the damage of the rend mouth thing though, otherwise it seems pointless to try to steal flesh. Perhaps if it d2 damage, but healed double that on next turn to account for the 'extra materials.' Just an idea, think that will work?

P.S I will re-do the monster when a few more changes are sorted, perhaps in 3.5.
Schmendrick

12-12-03, 03:35 PM
Originally posted by ieattrollsforbreakfast
all the scarabs are ... made of metal. ...it might be best to go with the same immunities as the Iron Golem...
I can't recall Iron Golem magic effects offhand, but in passing it seems like a good idea.

Originally posted by ieattrollsforbreakfast
I picture them as almost cat sized beetles, probably just over a foot long. I dont see them as swarming around a construct unless it is really big where up to 64 of the things can occupy it. Only 4 of the scarabs can occupy a medium sized construct, so that would be something along the lines of one on the legs, one on the body, one on the arms and one for the head. Granted, it would be pretty uncomfortable having 4 cats climbing on your body, and they wouldbe heavy, but the hosts are contructs that cannot feel comfort or pain, so I dont think it would bother them.
Ok, I can see that. But if they're closer to the size of the thing they're covering, you have to deal with the fact that an attack against their host might hit them instead. The only way to handle this is kind of messy; give the golem an AC bonus based on his coverage (or, to KISS, +1 per fixer), and if an attack hits within that range (e.g., it would have hit the unmodified golem but failed on account of that AC bonus) it hits a [randomly determined] fixer instead.

Originally posted by ieattrollsforbreakfast
Your right, they are looking high for their CR. You know what, you convinced me on the damage thing. I'm gonna change the damage of the fire to d4, not sure about changing the damage of the rend mouth thing though, otherwise it seems pointless to try to steal flesh. Perhaps if it d2 damage, but healed double that on next turn to account for the 'extra materials.' Just an idea, think that will work?
Well, again, the main function of these things is as defensive/support units, not offensive shock troops, so I'd try to de-emphasize their combat ability. Like a completely "vanilla" bard (the closest PC equivalent), these things should be nearly worthless when encountered by themselves but a MAJOR threat when combined with proper support. As long as that's the way they're built, I'll be happy.

Originally posted by ieattrollsforbreakfast
P.S I will re-do the monster when a few more changes are sorted, perhaps in 3.5.
I look forward to it.
Shifting Master

12-13-03, 06:01 PM
This has to be the most evil creature I have seen since the :behold:! Fun for us DMs and our fixer scarab/nimblewright teams and bad for PCs :smirk:.
Shadezz0fHades

01-01-04, 03:25 PM
You forgot Calzone golems! The scarabs to fix those use cooking and scalding hot pizza sauce!
Talonos

04-15-04, 10:00 AM
*Bump!*

This thread seriously does not deserve to die!
Darkest90

04-15-04, 10:51 AM
Ingenious, I love the monster.

Perhaps if there are enough of them, they can repair a fallen construct and bring it back to life (after so much time of course).

Maybe two scarabs per HD and then it takes four hours per HD to return the construct to life (and at half its health).

Just an idea,
Darkest90
ieattrollsforbreakfast

04-15-04, 02:51 PM
Thanks for the bumps :D

I have just had an idea...with the new Eberron setting's Warforged race not being able to have full benefits from healing spells, and no natural healing, a warforged wizard with a fixer scarab as an improved familiar would be a great idea.
ieattrollsforbreakfast

04-15-04, 03:12 PM
I've just updated the scarab to 3.5, I've been meaning to do that for a very long time!
ninja1

04-15-04, 03:22 PM
I think these guys are awesome!

Originally posted by ieattrollsforbreakfast
Fixer scarabs are tiny constructs that resemble tiny beetles, about 1ft in diameter, made of metal. I couldn't help but highlight this... Tiny Beetles? About a foot in diameter?

Tiny size class: yes
Tiny beetle: no!!

That's a huge beetle!!! :D

Originally posted by Shifting Master
Fun for us DMs and our fixer scarab/nimblewright teams and bad for PCs :smirk:. Scarab/Nimblewright! :eek:
I'm gonna have nightmares for days!
ieattrollsforbreakfast

04-15-04, 03:35 PM
Originally posted by ninja1


I couldn't help but highlight this... Tiny Beetles? About a foot in diameter?

Tiny size class: yes
Tiny beetle: no!!

That's a huge beetle!!! :D


Your right...looks like I got carried away with the word tiny! I'll edit it to just read tiny constructs that look like beetles. That would work :)