Skriss

(Out of the Abyss)

Medium humanoid (troglodyte), Neutral

Armor Class11 (natural armor)
Hit Points13 (2d8 + 4)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 10 (+0) 14 (+2) 18 (+4) 10 (+0) 6 (-2)
Saving Throws—
SkillsStealth +2
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 10
LanguagesTroglodyte, Dwarvish, Elvish, Undercommon
Challenge1/4

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

Claw.

Melee Attack Roll: +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 each/day: teleport