In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.
Scrange
Huge beast, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 13 (natural armor)
- Hit Points
- 126 (12d12+48)
- Speed
- 40 ft.
- Skills
- Stealth +7, Perception +4
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- None
- Challenge
- 7 (2,900 XP)
Ability scores
- Str23+6Strength 23, modifier plus 6
- Dex12+1Dexterity 12, modifier plus 1
- Con19+4Constitution 19, modifier plus 4
- Int2-4Intelligence 2, modifier minus 4
- Wis12+1Wisdom 12, modifier plus 1
- Cha7-2Charisma 7, modifier minus 2
About this creature
The scrange was a large tusk-tailed, reptilian apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.
Traits
- Ambusher
- Bioluminescent
The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.
- Mud Camouflage
The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.
Actions
- Multiattack
The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
- Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 6) kinetic damage.
- Tail
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d10 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
