Scoodler

Medium humanoid (scoodler, ozian), chaotic evil

Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +5
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Headless. Scoodlers are fond of throwing their heads, but these have consequences. Whenever the scoodler takes at least 7 slashing damage at one time, it loses its head. The scoodler’s body is blinded unless the head can see it. The severed head has a speed of 0 feet. If the scoodler finishes a short or long rest without reattaching a head, the part regrows. At that point, the severed part dies. Until then, the thrown head acts on the scoodler’s initiative and has its own action and movement. A scoodler’s head part has AC 13, 7 hit points, and the scoodler’s Regeneration trait.
  • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the scoodler and can see the scoodler’s true form must make a DC 12 Wisdom saving throw. 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, with disadvantage if the scoodler is within line of sight, 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 scoodler’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the scoodler’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the scoodler.
  • Pack Tactics. The scoodler has advantage on an attack roll against a creature if at least one of the scoodler’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Regeneration. The scoodler regains 1 hit point at the start of its turn. If the scoodler takes acid or fire damage, this trait doesn’t function at the start of the scoodler’s next turn. The scoodler dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Scramble. As a bonus action, the scoodler can move up to its speed toward its head.
  • Standing Leap. The scoodler’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Sure-Footed. The scoodler has advantage on Strength and Dexterity saving throws made against effects that would force it prone.
  • Two Faces. The scoodler has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful. When one of the scoodler’s heads is asleep, its other head is awake.

ACTIONS

  • Rolling Head. The scoodler sends its head tumbling along the ground in a 30-foot line. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (3d6 + 3) bludgeoning damage and falling prone on a failed save. The scoodler can’t repeat this attack until it retrieves its head.

REACTIONS

  • Head Catching. If a scoodler’s head or similar object is hurled at the scoodler, the scoodler can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

ABOUT

This being has the form of a man, middle-sized and rather slender and graceful; but as it sits silent and motionless you can see that its face is black as ink, and it wears a black cloth costume made like a union suit and fitting tight to its skin. Its hands are black, too, and its toes curl down, like a bird’s. The creature is black all over except its hair, which is fine and yellow, banged in front across the black forehead and cut close at the sides. The eyes are small and sparkling and look like the eyes of a weasel. The thing gives a jump and turns half around, sitting in the same place but with the other side of its body facing you. Instead of being black, it is now pure white, with a face like that of a clown in a circus and hair of a brilliant purple. The creature can bend either way, and its white toes now curl the same way as the black ones on the other side.

Scoodlers are horrible beings who enjoy eating those they deem less attractive, which is basically everyone who can’t remove their head. They live underground in caves.

Scoodlers are dangerous enough to throw their heads at targets but not smart enough to pick and choose whom they throw them at; more than one group of scoodlers have been tricked into throwing their heads only to be unable to retrieve them.

Scoodler nobles are much more dreadful in appearance than any of their people. One side of is fiery red, with jet-black hair and green eyes and the other side is bright yellow, with crimson hair and black eyes. It wears a short skirt of red and yellow and its hair, instead of being banged, is a tangle of short curls upon which rests a circular crown of silver— much dented and twisted because it has thrown its head at so many things so many times. The noble’s form is lean and bony and both faces are deeply wrinkled.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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