Scrag: Difference between revisions

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[[File:Scrag MM 2e.png|thumb]]
[[File:Scrag MM 2e.png|thumb]]
The '''Scrag''' is to the [[troll]] what the [[koalinth]] is to the hobgoblin. Which is to say they put a troll underwater and made it vaguely fish-like. Voila! Another completely unique and original monster for your aquatic encounter table.
The '''Scrag''' is to the [[troll]] what the [[koalinth]] is to the hobgoblin. Which is to say they put a troll underwater and made it vaguely fish-like. Voila! Another completely unique and original monster for your aquatic encounter table.
==[[Scarred Lands]] Scrags==
In the Scarred Lands setting, Scrags were the creation of [[Kadum]] the Mountainshaker and the rulers of the oceans for the longest time. Then the Divine War came, Kadum was dismembered and thrown into the seas, and [[Corean]] created his [[Triton]]s to oppose them. Now the Scrags are trying desperately to survive and keep what land they have.
Their society is combatative and caste-based, with the caste depending on how well you can intimidate others into doing your bidding. Lowest are ''slugs'', misshapen runts who perform most of the menial labor, ''kappi'' are the middle caste, [[warrior]]s who also take care of hunting and overseeing the [[Slavery|slaves]], and at the top are the ''warlords'', who oversee the kappi, and plan and head slave raids and invasions, and the ''[[shaman]]s'', who are [[druid]]s, [[cleric]]s, [[warlock]]s, and [[Sorcerer (Dungeons & Dragons)|sorcerer]]s, who help the warlords in plotting and divine potential outcomes.
If you wanted to play the sea-trolls in Scarn, then Yugman's Guide to Ghelspad has you covered, giving them the following stats for 5E:
::Ability Score Increase: +2 Strength, +2 Constitution
::Size: Medium
::Speed 30 feet, swim 30 feet
::Darkvision 60 feet
::Amphibious: You can breathe air and water.
::Claws: You can deal 1d4 + Strength slashing damage instead of bludgeoning for an unarmed strike.
::Regeneration: When submerged in water, you regain one hit point at the end of each of your turns. If you lose a limb or body part, the lost portion grows back within 3d6 minutes. A severd limb can be reattached by holiding it to the stump, where it reattaches instantly. If you take fire or acid damage, or you fail a death saving throw, your regeneration doesn't function at the end of your turn.
::Unshakable: You have advantage on saving throws against being frightened.
::Languages: You speak Titan Speech, Giantish, and one common language of your choice.


==Gallery==
==Gallery==
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</gallery>
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[[Category:Giants]] [[Category:Monsters]] [[Category:Dungeons & Dragons]]
[[Category:Giants]]
[[Category:Monsters]]
[[Category:Dungeons & Dragons]]
[[Category:Scarred Lands Races]]

Revision as of 14:34, 29 August 2021

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The Scrag is to the troll what the koalinth is to the hobgoblin. Which is to say they put a troll underwater and made it vaguely fish-like. Voila! Another completely unique and original monster for your aquatic encounter table.

Scarred Lands Scrags

In the Scarred Lands setting, Scrags were the creation of Kadum the Mountainshaker and the rulers of the oceans for the longest time. Then the Divine War came, Kadum was dismembered and thrown into the seas, and Corean created his Tritons to oppose them. Now the Scrags are trying desperately to survive and keep what land they have.

Their society is combatative and caste-based, with the caste depending on how well you can intimidate others into doing your bidding. Lowest are slugs, misshapen runts who perform most of the menial labor, kappi are the middle caste, warriors who also take care of hunting and overseeing the slaves, and at the top are the warlords, who oversee the kappi, and plan and head slave raids and invasions, and the shamans, who are druids, clerics, warlocks, and sorcerers, who help the warlords in plotting and divine potential outcomes.

If you wanted to play the sea-trolls in Scarn, then Yugman's Guide to Ghelspad has you covered, giving them the following stats for 5E:

Ability Score Increase: +2 Strength, +2 Constitution
Size: Medium
Speed 30 feet, swim 30 feet
Darkvision 60 feet
Amphibious: You can breathe air and water.
Claws: You can deal 1d4 + Strength slashing damage instead of bludgeoning for an unarmed strike.
Regeneration: When submerged in water, you regain one hit point at the end of each of your turns. If you lose a limb or body part, the lost portion grows back within 3d6 minutes. A severd limb can be reattached by holiding it to the stump, where it reattaches instantly. If you take fire or acid damage, or you fail a death saving throw, your regeneration doesn't function at the end of your turn.
Unshakable: You have advantage on saving throws against being frightened.
Languages: You speak Titan Speech, Giantish, and one common language of your choice.

Gallery