Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area.
Medium Monstrosity (Lizardfolk), Any Alignment
Proficiency Bonus: +2
Armor Class: 16 (natural armor, Intellect Fortress)
Hit Points: 52 (7d8 + 21)
Speed: 30 ft., swim 30 ft.
STR – 13 (+1)
DEX – 12 (+1)
CON – 16 (+3)
INT – 15 (+2)
WIS – 15 (+2)
CHA – 7 (−2)
Saving Throws: Con +5, Int +4
Skills: Arcana +4, Perception +4, Stealth +3, Survival +4
Damage Resistances: necrotic
Senses passive: Perception 14
Challenge: 3 (700 XP)
Hold Breath: The ssurran can hold its breath for 15 minutes.
Intellect Fortress: The ssurran’s AC includes its Intelligence modifier.
Multiattack: The ssurran makes two Claw attacks and uses Defile (if available).
Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage plus 4 (1d8) necrotic damage.
Defile (Recharge 6): Ordinary vegetation within 10 feet of the ssurran withers and dies.
In addition, each creature within 10 feet of the ssurran must make a DC 11 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
The ssurran regains 5 (1d10) hit points for each creature that fails the saving throw.
Spellcasting (Psionics): The ssurran casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
At will: mage hand (the hand is invisible)
1/day: invisibility (self only)