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The Fury Of The Northmen

Skratta (B,F)

ᛋᚲᚱᚨᛏᛏᚨ

One of the most unnerving of the fae, the skrattr (singular “skratta”) are commonly known as the “laughing demons,” although they do not hail from any of the nine worlds of Hel, but rather Faerie. The skrattr do merit the phrase “demonic,” however, for they are infamous for their malicious cruelty and savage and ruthless sense of humor.

A skratta customarily singles out one man or woman and begins a campaign to drive them mad, using all the powers that they possess. The skratta will refrain from killing their target if at all possible, apparently finding it far more amusing to leave them in a state of despairing, powerless laughter.

The skrattr are relatively new arrivals to the Four Kingdoms, seemingly come simultaneously with the Invasion.

A skratta looks like a nasty piece of work, a man-sized fae with a hatchet face and eyes gleaming with malice.

Medium fae, cruel, self-centered, and evil

Armor Class 15 (natural armor)
Hit Points 143 (22d8+44)
Speed 30 ft, fly 30 ft

Str 14 (+2) Dex 18 (+4) Con 14 (+2)
Int 17 (+3) Wis 14 (+2) Cha 20 (+5)

Saving Throws DEX +8, INT +7, CHA +9
Skills Deception +9, Insight +6, Perception +6, Performance +9, Stealth +8
Condition Immunities charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from non-iron non-magical weapons
Damage Vulnerabilities iron weapons
Senses darkvision 60 ft, passive Perception 16
Languages Old English, Fae, telepathy 60 ft
Reaction to pure terror and flight
Challenge 10 (5,900 XP)

Fae Vulnerabilities. A skratta rolls with disadvantage for all actions taken while it hears the sound of church bells ringing or while touching silver.

Innate Spellcasting. A skratta’s innate spellcasting ability is CHA (spell save DC 17, spell attack bonus +9). It can innately cast the following spells:

  • At-will: disguise self, fog cloud, greater invisibility
  • 3/day: charm person, leading words, suggestion
  • 2/day: baleful suggestion, major charm
  • 1/day: modify memories

Iron Anathema. A skratta rolls with disadvantage on all actions taken while touching iron.

Skrattr have disadvantage on saving throws involving iron and on any spell they cast against someone wearing iron armor or wearing an iron holy symbol.

When a skratta takes damage from an iron or steel weapon it gains the distracted condition (from the pain) until the end of their next turn.

ACTIONS

Mulitattack. The skratta makes two stone knife attacks each turn.

Stone Knife. Melee Weapon Attack: +8 to hit, 5 ft reach, one target. Hit: 6 (1d6+2) slashing damage.

A Fine Jest (recharge 5-6). One creature within a 30-feet-radius of the skratta is convulsed with agonizing laughter. The target must succeed on a DC 17 CHA saving throw or take ongoing 9 (2d8) psychic damage, fall prone, and gain the incapacitated condition for 3 rounds. On a successful save a creature takes half damage.

An affected creature can make additional saving throws at the end of their turns to end the effect.

MOTIVES

Skrattr are fueled by hatred of humans, by malice, by cruelty, and by an obsessive hatred of one person in particular, who the skrattr devote their entire being to reducing to helplessness.

ALLIES

The skratta is rarely the ally or minion of another creature; as one of the most powerful of the fae there are few other fae that can compel it. Skrattr generally prefer to work alone.