Large Monstrosity (Human), Any Non-Lawful Alignment
Armor Class 14 Hide armor
Hit Points 11 (3d6 + 2)
Speed 30 ft., burrow 30 ft., climb 20 ft. Spider
STR
12 (+1)
DEX
12 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws INT +4, WIS +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Damage Dealt By Traps
Senses Darkvision 120 ft, Passive Perception 14
Languages Common, Common Sign Language, Draconic, Dwarvish, Elvish The Skreltir can learn any language.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hiding Hide. While in caves, forests, or the underdark, The Skreltir gains advantage on Stealth rolls..

Trapmaker. The Skreltir can make traps whenever it wants, and only takes 1 minute to make most traps.

Digger. The Skreltir can dig out a 10 ft w x 15 ft l x 10 ft h pit in 1 minute.

Actions

Swipe. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 5 (1d6 + 2) [Slashing or piercing] damage. 

Bear Trap throw. Ranged Weapon Attack: +2 to hit, range 20/60 ft., 1 target. Hit: 2 (1d4) [bludgeoning] damage. After landing, the bear trap arms itself, if anyone steps in square the trap covers, they must make DC 14 dex saving throw or take 2d6 bludgeoning damage and fall prone. On a success they avoid the trap.

Chain Net Throw. Ranged Weapon Attack: +2 to hit, range 20/60 ft., 1 target. On a hit, the target is covered by a net, and must make a DC 14 Strength check to get out from under the net. The Net is made out of chain, and cannot be destroyed by weapons.

Bonus Actions

Prime. Must be withing 5 feet of a trap. The Skreltir re-primes a trap, so long as no one is in the trap.

Reactions

Scamper. When an enemy walks withing 5 feet of the Skreltir, the Skreltir can move up to half of it's movement speed away from them. Does not provoke attacks of opportunity.

Description

"A large, gangling humanoid that constantly looks malnourished. This monstrosity preys on wild animals and makes their home in caves and on cliffs. Unlike most other monsters, the Skreltir does not like to prey on humanoids and actively avoids encountering them. They are said to hold funerals for any creature they kill, and will mourn humanoids for a week after killing them. It is unknown where they came from, but the Skreltirs have only been seen in the last few decades...."

"Their intelligence is remarkable, they are shown to read and write common, undercommon, Elvish, Draconic, Dwarvish, and more. They make traps efficiently and remembers always where they place them. Their lairs are well trapped and they constantly add more traps to the surrounding area. They mourn humanoids, and hold funerals for everything. They never take more than what they need, despite their massive size. They can hide just about anywhere and they are not innately hostile!" - Journal entry found on a corpse, unidentified writer, fell into a punji pit.

Another thing to note about Skreltir, is that they often have a giant bird accompanying them, it is likely that the bird shows them where best to trap, and the Skreltir provides the giant bird with food and shelter.

Lair and Lair Actions

The Lair of Skreltirs are their homes, typically a decorated cave, or cliff. Their lairs are coated with traps they nimbly avoid.

Lair Actions

On initiative count 15 (losing initiative ties), the Skreltir takes a lair action to cause one of the following effects; the Skreltir can’t use the same effect two rounds in a row:

  • A hidden trap goes off, either from a player activating it, or from the Skreltir activating it. Roll a d4 to determine the trap.
  • On a one, a opponent is caught in a snare, and cannot move until they cut the snare ( DC 10 Dex check. )
  • On a 2, a hangman's snare catches a opponent and they are hung by the foot 20 feet off the ground, they must be freed by another creature and take 1d4 bludgeoning on landing.
  • On a 3, an opponent is dragged to the closest wall by a snare, and their leg gets caught in the wall, they must be freed by another creature, this second creature makes a dc 10 dex check or deals their weapon's damage to the first Creature.
  • On a 4, An opponent is caught by a hangman's snare, and take 1d6 slashing damage from the wire cutting into their skin.
  • Or, An opponent makes a DC 16 Dex saving throw or falls into a Punji pit, they take 3d10 piercing damage. ( Recharge 12 rounds )

Regional effects

In the surrounding area, of the Lair of the Skreltir, traps appear every 100 feet. These traps can be any trap, except punji pits.

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2024 3:39:39 PM
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Habitat: ForestHillMountainUnderdark

SolwayTheScholar

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