No. Enc: 1d6 (3d6)
Alignment: Lawful Evil
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 5
Attacks: 1 weapon or bite
Damage: 1d6+1 and special or 1d8
Hoard Class: VIIx2
Every skraz wears a magic cloak, the color and power of which is determined by random 1d6 roll. A cloak may be used 3 times per day.
1. Blue cloak grants ESP.
2. Yellow cloak grants Confusion.
3. Red cloak grants Magic Missile.
4. Green cloak grants Shield.
5. Purple cloak grants Charm Person or Monster.
6. Orange cloak grants all of the cloaks' powers (only a skraz lord may wear it).
Those attempting to use a skraz cloak must pass a saving throw vs. spells or suffer the effects of a confusion spell and be unable to use the it.
Skraz can detect minds on a 4-in-6 roll within 60'. They may implant simple thoughts or images in such minds within the same range (save vs. spells to resist). Any mind-affecting spells cast against a skraz or mind-affecting devices used against a skraz have a 4-in-6 chance of failing. If this die roll is a 1 the spell or effect is reversed upon the caster. Skraz may cast a single first level magic-user spell per day as a first level caster and may fly once per day.
For every skraz encountered they will be accompanied by 1d6 goblin slaves. A skraz stronghold, usually built in a cliff-side cave or other lofty place, will house not only 3d6 skraz and their goblin slaves but also 3d10 trained hawks. The lair is always lorded by a skraz of 8 HD who casts spells as a 5th level magic-user. This skraz will possess an orange cloak and will probably be the only skraz with such a cloak.