Skurrac
Medium • Fiend (Devil) • Lawful Evil
Armor Class 15
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 13 (+1) | 9 (-1) | 11 (+0) | 14 (+2) |
Skills Stealth +5
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10
Languages Infernal, telepathy 60 ft.
CR 2 (XP 450; PB +2)

Death Rattle. The skurrac cackles manically when it dies. Wisdom Saving Throw: DC 12 (with disadvantage if the target can’t see the skurrac), each creature in a 15-foot emanation originating from the skurrac that isn’t deafened. Failure: The target becomes frightened until the end of its next turn. While frightened, it must take the Dash action and use its movement to move away from the point where the skurrac died by the safest route.
Magic Resistance. The skurrac has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The skurrac makes two Claws attacks.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage. If the skurrac is in dimlight or darkness while making this attack, the target becomes frightened of it until the end of its next turn.
Darkness (2/Day). The skurrac casts darkness, requiring no material components and using Charisma as the spellcasting ability.
BONUS ACTIONS
Shadow Jaunt. If the skurrac is in dim light or darkness, the skurrac teleports up to 30 feet to an unoccupied space it can see. The destination space of this teleportation must be in dim light or darkness.
REACTIONS
Unnerving Gaze. Trigger: A frightened creature that can see the skurrac targets it with an attack roll. Response – Wisdom Saving Throw: DC 12. Failure: The target’s attack automatically misses.
Skurrac
Medium • Fiend (Devil) • Lawful Evil
Armor Class 14
Hit Points 9 (2d8)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 11 (+0) | 9 (-1) | 10 (+0) | 11 (+0) |
Skills Stealth +3
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10
Languages Infernal, telepathy 60 ft.
CR 1/4 (XP 50; PB +2)

Death Rattle. The skurrac cackles manically when it dies. Wisdom Saving Throw: DC 10 (with disadvantage if the target can’t see the skurrac), each creature in a 10-foot emanation originating from the skurrac that isn’t deafened. Failure: The target becomes frightened until the end of its next turn. While frightened, it must take the Dash action and use its movement to move away from the point where the skurrac died by the safest route.
Magic Resistance. The skurrac has advantage on saving throws against spells and other magical effects.
ACTIONS
Claws. Melee Weapon Attack: +3, reach 5 ft. Hit: 6 (2d4 + 1) slashing damage. If the skurrac is in dimlight or darkness while making this attack, the target becomes frightened of it until the end of its next turn.
Darkness (1/Day). The skurrac casts darkness, requiring no material components and using Charisma as the spellcasting ability.
BONUS ACTIONS
Shadow Jaunt. If the skurrac is in dim light or darkness, the skurrac teleports up to 30 feet to an unoccupied space it can see. The destination space of this teleportation must be in dim light or darkness.
REACTIONS
Unnerving Gaze. Trigger: A frightened creature that can see the skurrac targets it with an attack roll. Response – Wisdom Saving Throw: DC 10. Failure: The target’s attack automatically misses.
Skurrac
Medium • Fiend (Devil) • Lawful Evil
Armor Class 16
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 15 (+2) | 9 (-1) | 13 (+1) | 16 (+3) |
Skills Stealth +9
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 11
Languages Infernal, telepathy 60 ft.
CR 5 (XP 1,800; PB +3)

Death Rattle. The skurrac cackles manically when it dies. Wisdom Saving Throw: DC 14 (with disadvantage if the target can’t see the skurrac), each creature in a 20-foot emanation originating from the skurrac that isn’t deafened. Failure: The target becomes frightened until the end of its next turn. While frightened, it must take the Dash action and use its movement to move away from the point where the skurrac died by the safest route.
Magic Resistance. The skurrac has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The skurrac makes two Claws attacks.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 17 (4d6 + 3) slashing damage. If the skurrac is in dimlight or darkness while making this attack, the target becomes frightened of it until the end of its next turn.
Darkness (3/Day). The skurrac casts darkness, requiring no material components and using Charisma as the spellcasting ability.
BONUS ACTIONS
Shadow Jaunt. If the skurrac is in dim light or darkness, the skurrac teleports up to 30 feet to an unoccupied space it can see. The destination space of this teleportation must be in dim light or darkness.
REACTIONS
Unnerving Gaze. Trigger: A frightened creature that can see the skurrac targets it with an attack roll. Response – Wisdom Saving Throw: DC 14. Failure: The target’s attack automatically misses.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
