Super Hearing. The creature relies on hearing to navigate terrain, and cannot handle loud noises, mainly music. If a performance check is done, via an instrument, above DC 10, within 60ft of it, the creature will stop flying, and take 2d10 damage. A natural 20 shall fully stun the creature along with 4d10 damage. A natural 1 shall enrage the beast and it shall focus the music player after taking 1d10 damage.
Multiattack. The creature can make two attacks with it's claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) slashing damage.
Ear Bleeding Shriek. The creature opens it's head 3 ways, to shriek in a 30 ft cone in front of it. Creatures within range must make a DC 16 Dexterity saving throw to cover their ears in time or take 4d12 thunder damage, and become stunned on a failed save, or take half as much damage on a successful one.
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