Large Aberration, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 76 (9d10 + 7)
Speed 30 ft., Fly 80 ft.
STR
13 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
3 (-4)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +7, WIS +5
Skills Sleight of Hand +7, Stealth +7
Senses Darkvision 120 ft., Passive Perception 12
Languages Can understand Common and Deep Speech, but doesn't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

 

Keen Eyes. The shrieker has advantage on Wisdom (Perception) checks that rely on sight. 

Mobile. When the shrieker attacks a creature with an attack, it will not provoke opportunity attacks from that creature for the rest of the turn, regardless of whether the attack hits. 

Thieving. Once per turn when the shrieker hits a creature with a peck attack, it can choose not to deal damage and attempt to steal an item out of the creature's inventory (DM's choice) instead. The shrieker makes a Dexterity (Sleight of Hand) check opposed to the attacked creature's Wisdom (Perception) check. On a success the shrieker steals that item and carries it in its beak.

Actions

Multiattack. The shrieker caws and makes two peck attacks.

Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Caw. The shrieker caws at a creature that can hear it within 60 ft. of itself. The creature must succeed a DC 14 Wisdom saving throw or has disadvantage on all attack rolls against the Shrieker until the end of the shrieker's next turn. A creature that is immune to fear automatically succeeds the saving throw. If a creature's saving throw is successful, the creature is immune to the shrieker's Caw for the next 24 hours. 

Regurgitate. The shrieker regurgitates partially digested food in a 15 ft. cone. Each creature in the area must make a DC 14 Constitution saving throw or is poisoned until the end of the shrieker's next turn. 

Call the Murder (Recharge 5-6). The shrieker summons a swarm of spectral crows in a 20 ft. radius. Each creature of the shrieker's choice must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and can't use reactions until the beginning of its next turn. On a successful save a creature takes half as much damage and can't make opportunity attacks until the beginning of its next turn. If the Shrieker is within the radius of effect it can dash as a bonus action until the end of its next turn. 

Description

While the iconography of the corvid served as a symbol for many houses that inhabited the lands around the Estate, the Shrieker is a grotesque mockery of the once proud avian. Somewhere along the time the corruption of the land took hold, a few crows which did not succumb to its mutation evolved into twisted, winged abominations. As they are few in numbers, the Shriekers have carved up wide swathes of land as their territory. They patrol their domain regularly, scavengers that they are, for easy carrion and more importantly: shining trinkets. 

Once a valuable has been secured, the Shrieker will jealously hoard it away in its nest. But even though it assumed a monstrous form, it has still retained its crow cunning. A Shrieker knows when a fight is lost, it is not above leaving its old nest and territory. This behavior causes Shriekers to migrate quite often and appear unexpectedly in new areas. 

Previous Versions

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Thunderchild98

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