Echolocation. The screecher can't use its blindsight while deafened. If the screecher is deafened it is also blinded. When the screecher takes thunder damage it is deafened until the end of it's next turn.
Keen Hearing. The screecher has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The screecher makes two attacks with it's claws and one with it's bite.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Screech. Each creature of the screecher's choice that is within 30 feet of the screecher must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
Description
Screechers stand about eight feet tall in an ape-like stance with sinewy, boney build that resembles a large, hairless, wingless bat and weigh about 1000 pounds. They have an elongated head with no visible eyes and ears that are located on the center of it's face that enhance its echolocation. They tend to drool as they have no lips concealing their vicious teeth. Alpha screecher's tend to be larger than normal screechers with a slightly more muscular build.
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