Aerial Ambush: If the Blood Shrieker is flying and dives at least 30 feet straight toward a target before hitting it with a melee attack, the attack deals an extra 10 (3d6) damage.
Grappler: The Blood Shrieker has advantage on attack rolls against any creature it has grappled.
Shrieking Dive (Recharge 5-6): The Blood Shrieker lets out a piercing shriek as it dives, disorienting its prey. Each creature within a 15-foot cone must succeed on a DC 14 Constitution saving throw or be stunned until the end of their next turn.
Flyby: The Blood Shrieker doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Multiattack: The Blood Shrieker makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+4) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Blood Shrieker can’t use its claws on another target.
Description
Blood Shriekers are grotesque, bat-like abominations resembling twisted pterodactyls, their skeletal wings stretched with sinewy, blood-soaked flesh. Their bodies are a horrifying mix of exposed bone, muscle, and jagged spikes protruding from their spine and limbs. Their elongated skulls feature rows of razor-sharp teeth, and their glowing red eyes burn with a predatory hunger. Constantly dripping with the dark, magical ichor that powers them, they leave a trail of blood wherever they fly.
Blood Shriekers are not only fearsome predators but also nightmarish aerial hunters. Their piercing shrieks echo across the battlefield, instilling fear and confusion in those below. They swoop down with terrifying speed, using their talon-like claws to snatch enemies into the air and tear them apart mid-flight. Infused with blood magic, they drain the life force of their prey to fuel their own strength.
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