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Art by Jason Sholtis |
Large monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft. (40 ft. on all fours)
STR 18 (+4)
DEX 13 (+1)
CON 20 (+5)
INT 7(-2)
WIS 9 (-1)
CHA 6 (-2)
Skills Perception +2
Senses darkvision 60 ft., passive
Perception 12
Languages Skarzg
Challenge 5 (1,800 XP)
Keen Smell. The skarzg has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The skarg regains 10 hit points at the start of its turn. If it takes acid or fire damage, this trait doesn’t function at the start of the skarzg’s next turn. The skarzg dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions:
Multiattack. The skarzg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the skarzg can’t bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) slashing damage.
Skarzg are rapacious predators, animalistic but cunning. They are very hard to kill, and they will eat anything. Their origins are lost in the mists of time, though some believe they were brought to this world by the Ylthlaxu who used them in sadistic hunts. They now roam free in the wild places, though thankfully, not in great numbers.