Deathly Shriek. When the Crimson Screecher is reduced to 0 hit points, it releases a final, deathly shriek. Each creature within 60 feet of the Screecher that can hear it must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. This ability can be used even if the Screecher is killed instantly.
Multiattack. The Crimson Screecher makes four attacks: one with its beak and three with its talons.
Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Special Abilities
Screeching Dive (Recharge 5-6). The Crimson Screecher can dive towards its target at incredible speed, emitting a blood-curdling screech. Each creature within 60 feet of the Screecher's target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of the Screecher's next turn. On a successful save, the creature is immune to the Screecher's Screeching Dive for the next 24 hours. In addition, the Screecher makes one attack with its talons against the target of its dive, and this attack deals an extra 14 (4d6) slashing damage.
Evasive Maneuver. When a creature the Screecher can see targets it with an attack, the Screecher can use its reaction to impose disadvantage on the attack roll. To use this ability, the Screecher must be able to fly and not be restrained.
The Crimson Screecher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Screecher regains spent legendary actions at the start of its turn.
- Wing Buffet. The Screecher makes one attack with its wings. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
- Terrifying Glare (Costs 2 Actions). The Screecher fixes its gaze on one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn.
- Quick Strike (Costs 3 Actions). The Screecher makes one attack with its talons.
Description
The Crimson Screecher is a terrifying avian predator, its feathers a deep, blood-red hue that seems to shimmer in the light. Its eyes are a piercing yellow, giving it an eerie, almost supernatural appearance. The Crimson Screecher is larger and more aggressive than a typical blood hawk, and its distinctive screech can paralyze even the bravest adventurers with fear. These creatures are highly territorial and are often found in flocks, making them even more dangerous to encounter. Their nests are typically located high up in rocky cliffs or ancient, abandoned structures, where they can survey their territory and strike with lethal precision.
Lair and Lair Actions
The lair of a Crimson Screecher is a chaotic mess of bones, feathers, and torn remains of its prey, often located in high, inaccessible places such as cliff ledges, ancient ruins, or dense, tall forests. The lair itself is a testament to the Screecher's predatory nature, with the remains of its victims scattered around as a grim warning to intruders. The surrounding area is often eerily silent, as smaller creatures avoid the vicinity, knowing well the danger that lurks above.
Lair Actions:
When fighting inside its lair, a Crimson Screecher can use lair actions. On initiative count 20 (losing initiative ties), the Screecher can take one of the following lair actions:
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Frightening Screech: The Crimson Screecher emits a powerful screech that echoes throughout its lair. Each creature of the Screecher's choice within 60 feet that can hear the screech must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the Screecher's next turn.
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Gust of Wind: A strong gust of wind sweeps through the lair, created by the Screecher's powerful wing beats. Each creature within 30 feet of the Screecher must succeed on a DC 12 Strength saving throw or be pushed back 15 feet and knocked prone. Objects that are not secured or held are pushed 30 feet away from the Screecher.
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Blinding Feathers: The Crimson Screecher shakes its body, releasing a flurry of small, razor-sharp feathers. Each creature within 20 feet of the Screecher must succeed on a DC 12 Dexterity saving throw or take 5 (1d10) slashing damage and be blinded until the end of its next turn.
Regional Effects:
The region containing a Crimson Screecher's lair is warped by the creature's presence, which creates any or all of the following effects:
- Eerie Silence: Natural sounds are muted within a 1-mile radius of the lair. Birds do not sing, and animals are unnaturally quiet.
- Fearful Animals: Animals within 1 mile of the lair are unusually skittish and prone to panic, even when no immediate threat is present.
- Unnatural Darkness: Areas within a 500-foot radius of the lair are dimly lit, as if under the effects of a continual twilight, regardless of the time of day.
If the Crimson Screecher is slain, these effects fade over the course of 1d10 days.
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