THE SHARED REFERENCE Adventurer

Monster

Skriss

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
11 (natural armor)
Hit points
13 (2d8 + 4)
Speed
Walk 30 ft.
Challenge rating
1/4
Alignment
Neutral
Strength
14
Dexterity
10
Constitution
14
Intelligence
18
Wisdom
10
Charisma
6
Passive Perception
10
Skills
stealth: +2
Senses
darkvision 60 ft.
Languages
Troglodyte, Dwarvish, Elvish, Undercommon

Traits

Chameleon Skin

Skriss has advantage on Dexterity (Stealth) checks made to hide.

Stench

Any creature other than a troglodyte that starts its turn within 5 feet of Skriss must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity

While in sunlight, Skriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Skriss makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Innate Spellcasting

Skriss can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another society member. This teleport effect can be disrupted (see "Faerzress"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.

1/day each: teleport

Quick preview