Scaladar were controlled by a series of magical rings known as Trobriand's rings. Anyone wearing one of these items was protected from their ire and could command any of the constructs located within a 100' (30.5 m) radius. Scaladar could understand their commands regardless of their known language. If a scaladar received contradictory commands from two individuals wearing these rings, it would immediately shut down for an hour. Naturally, Trobriand's personal ring superseded the commands given by any of the other ring-bearers.
Like other constructs, scaladar were immune to poison, could not be charmed, and did not require food, drink, air, or sleep in order to live. They were resistant to many forms of damage and even absorbed electrical currents and lightning, channeling it through the "stinger" attached to the ends of their tails.
They were innately aware of any other scaladar located within a 100' (30.5 m) radius.
- Squch, an "enhanced" scaladar that possessed increased intelligence and took upon a leadership role within the Graveyard during the 14th century DR
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- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 315. ISBN 978-0-7869-6626-4.
- ↑ 2.0 2.1 Jean Rabe, Norm Ritchie (Feburary 1994). The Ruins of Undermountain II: The Deep Levels (Campaign Guide). (TSR, Inc), p. 49. ISBN 1-5607-6821-5.