Large Beast, Unaligned
Armor Class 17 Natural Armor
Hit Points 59 (7d10 + 21)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +6, CON +6
Skills Athletics +7, Perception +8, Stealth +6
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Habitat: Underdark

CaleHK

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