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Scaj

Medium aberration, lawful evil

Armor Class: 17 (natural armor)
Hit Points. 82 (12d8+24 HD)
Speed. 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 2 (-4) 10 (0) 6 (-2)

Condition Immunities. frightened, unconscious
Damage Immunities. sneak attack
Damage Resistances. bludgeoning, piercing and slashing from non-magical or non-silvered weapons
Senses. passive Perception 14, blindsight 120 ft.
Challenge. 7 (2,900 XP)

SPECIAL TRAITS

  • Dust. Whenever a scaj is killed, its body explodes into a 10-foot radius cloud of dust, enveloping anyone or thing within the area in a thick noxious cloud of pestilent ridden, grayblack dust which burns the eyes, mouth and nose, spreading a fire to the guts of those suffering in its wake. Those caught in it suffer 1d8 points of damage each round for 4 (1d8) melee rounds unless cure disease is cast upon them. A successful DC 15 Constitution save halves the damage and negates further damage. A victim who fails can repeat the save at the end of each round, ending the effect on itself with a success. If multiple scaj are killed, the dust cloud thickens. This extends the duration of the effect by an additional 4 (1d8) rounds, but does not increase the damage dealt.

ACTIONS

  • Multiattack. The scaj attacks twice, once with its claws and once with its bite.
  • Agonizing roar (recharge 4-6). The scaj chokes out a deep guttural sound infected with the essence of the Abyss. The roar affects a single target in the scaj’s line of sight who can hear it. Victims must make a DC 16 constitution save or suffer the effects of a symbol of pain which lasts for 6 (2d6) rounds. The victim is entitled to repeat the save at the end of each of its turns, ending the effect on itself with a success. Victims who succeed at their saving throw are immune to the roar of that particular scaj thereafter.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 6 (1d6+3) slashing.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 21 (3d12+3) piercing.

ABOUT

The scaj are dog-like aberrations formed in the spaces beyond spaces, the most evil void outside of and separate from the presence of goodness. They are mutant monsters in every sense of the word, who walk, or rather crawl on four unshapely legs.

Their hind legs are like any dog’s, but their forelegs are twice as long as the rear, and much more like a bat’s arms. Long, bone thin torsos reveal ribs and a spine that pushes up from the creature’s back as to make it appear as if it has a ridge of plates growing along its back. The creature’s head is short, with a wide heavy, weighing almost 12 pounds.

The scaj move with an awkward gait, with its hind legs pushing forward, and its forelegs protruding from its body at right and left angles, forcing the creature to move in a swinging motion.

Its front quarters swing to the left and right, even as its rear legs simply push on.

The scaj live in dark places, where great evil once resided. The remnants of these creatures manifest into the scaj, though they possess no intelligence or even understanding of what or who they are, nor where they came from. They are possessed and driven by rage and hate. They cannot breed, nor do they possess any motivation to change their surroundings in any way.

The scaj attack anything they see, moving toward a target slowly in a stalking manner, not through any design or natural caution, but rather from the unusual shape of their front and hind legs. They attack by first using their fearsome roar, followed by leaping in and grabbing an opponent with their claws, and then clamping down with their impossibly powerful jaws.

Section 15: Copyright Notice

GoodHope - Crushing Despair (5E), © 2022, Orphaned Bookworm Productions, LLC, Author: Connor Bates.

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