Index of Monsters

Skrzak

Medium fiend, chaotic evil

Armor Class 12 (natural armor)

Hit Points 13 (2d8 + 4)

Speed 30 ft., climb 20ft., fly 40ft.

STR DEX CON INT CHA WIS
16 (+3) 15 (+2) 14 (+2) 6 (-2) 13 (+1) 10 (+0)

Skills Athletics +7

Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities Poison, psychic

Condition Immunities Blinded, charmed, deafened, frightened, poisoned

Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages Understands the languages it knew in life and the languages of its creator but can’t speak

Challenge 1 (200 XP)

Proficiency Bonus +2

Traits

Diabolical Laughter.Any creature that starts its turn within 15 feet of the skrzak must make a DC 13 Wisdom saving throw, unless the skrzak is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Diabolical Laughter of all skrzaks for the next 24 hours.

Preying on the Weak.The skrzak has advantage on attack rolls against frightened creatures.

Unstoppable Cackle.The skrzak has disadvantage on Dexterity (Stealth) checks.

Wing Echolocation.The skrzak can’t use its blindsight while flying.

Actions

Claws.Melee Weapon Attack: +5 to hit, one creature. Hit: 7 (1d8 + 3) piercing damage.

  • Skrzak Tactics

    Skrzaks use their wings to “see” and are blinded while flying, so they often move in 30 to 40 foot jumps. A knowledgeable monster hunter can use this to their advantage and slay a skrzak before it realizes where the attack came from. A skrzak’s biggest strength is its Diabolical Laughter trait, which frightens weak-minded creatures. The skrzak always prioritizes attacking frightened enemies; it often uses its physical strength to grapple creatures, lift them in the air, and drop them to their deaths. As these fiends are mindless minions, they fight to the bitter end.

Description

What was once a pure being is now a demonic abomination that does the dirty work of greater fiends. Corrupted and malformed through a twisted and torturous ritual, skrzaks roam in packs, spreading chaos, murder, and destruction. Their maniacal laughter echoes the contagious corruption that fills their wicked minds.

Minions of Corruption. These terrifying creatures are the murderous machinations of those in service to the Lord of Darkness, who abduct creatures and torture them physically and mentally. Calling upon the corrupted force of the plane of Tiarn, they cut and carve the innocent bodies, reforming the physicality of the still-conscious being. This insufferable pain shatters the soul and mind. The victim is then beheaded, all remnants of itself completely destroyed, leaving only the seeping corruption of Tiarn in its stead. The ritual is finished by branding the neck stump with Chernobog’s runic symbol, both to denote its servitude and to reinforce it. Thus, a fiend is created. Devoid of consciousness, a skrzak is the laughing remains of what was once a living soul. The hundreds of cuts across their bodies open up like toothy maws, ceaselessly cackling with the dark echoes of the Void of Tiarn, a place of impenetrable darkness and incomprehensible evil.

Twisted Predators. Skrzaks are creatures of instinct. Their behavior resembles that of a merciless apex predator, but twisted and malicious to the point where their sole drive has become violence, death, and destruction. A skrzak’s fiendish physicality has been crudely adapted to serve its new purposes, turning it into a dangerous predator with extraordinary strength. Its flayed skin has been made into rudimentary wings, which give it airborne aptitude. Devoid of a head, it has no eyes or ears, so instead, it uses its leathery wings to sense the vibrations around it and recognize sound and movement. As it effectively can’t see while mid-flight, it prefers to move in giant hops. Skrzaks usually rely on attacking as a pack, ambushing, or surprising their prey by pouncing from unexpected locations, often with the advantage of height. They also rely on the cover of darkness, using their echolocation to detect their victims. They can also be used as frontline soldiers for more intelligent fiends, in which case they opt for a full frontal assault. Their ceaseless, torturous cackling breaks the resolve of the weak-willed, leaving them vulnerable to this terrifying fiend.

Featured in the adventure The Devil's Bridge