Statblock Sunday (Duty in Drak’kal): Malfunctioning Skurgxon

malfunctioning skurgxon by Sara Shijo

When this creature scuttles an unlikely rustling whistle hums through the air, the wind blowing back the lank, off-yellow skin hanging from its mutated bones and twisting muscles as it moves toward you with alarming speed!

MALFUNCTIONING SKURGXON     CR 5
XP 1,600
CE Medium outsider (native, extraplanar)
Init -1; Senses darkvision 60 ft., lifesense, low-light vision; Perception +10

DEFENSE
AC 16, touch 9, flat-footed 16 (-1 Dex, +7 natural)
hp 41 (6d10+8); fast healing 5
Fort +4, Ref +4, Will +6

OFFENSE
Speed 60 ft. climb 20 ft.
Melee bite +8 (1d6+4), 3 claws +3 (1d4+2)
Special Attacks virulent touch (1d6 negative energy damage after 1d4 rounds)

TACTICS
Before Combat A malfunctioning skurgxon uses Stealth to hide, waiting until an enemy is within range of a dash and bite.
During Combat A malfunctioning skurgxon focuses its attacks on spellcasters and other magical creatures before attacking any physically adept enemies.
Morale Though a malfunctioning skurgxon flees when reduced to 20 hp or less, it quickly returns after growing back one of its limbs.

STATISTICS
Str 18, Dex 8, Con 15, Int 10, Wis 13, Cha 15
Base Atk +6; CMB +10 (+12 to sunder); CMD 19 (23 vs. trip)
Feats Combat ReflexesB, Great Fortitude, Improved Sunder, Iron Will, Power Attack
Skills Acrobatics +5, Climb +18, Perception +10, Sense Motive +10, Stealth +12, Survival +7; Racial Modifiers +4 Stealth
Languages none
SQ decaying body

ECOLOGY
Environment any (Klavek Kingdom)
Organization solitary
Treasure standard

SPECIAL ABILITIES
Decaying Body (Ex) After taking 10 points of damage fr
om a single attack or spell there is a 60% chance that a malfunctioning skurgxon’s limb dissolves and falls apart, dealing an additional 1d6 damage to it. The failed protype skurgxon can lose up to one leg (reducing its speed to 45 and its CMD vs trip to 22) and two arms (immediately removing Combat Reflex and up to two claw attacks), though after that decaying body has no effect. When the malfunctioning skurgxon heals 10 hit points, one of its limbs regrows.
Virulent Touch (Ex) When a malfunctioning skurgxon deals damage with one of its natural weapons, a creature or object hit by it takes an additional 1d6 negative energy damage 1d4 rounds later (DC 15 Fortitude save negates).

 

[Submitted by Tim Snow and beautifully illustrated by Sara Shijo!]

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