| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Echolocation.
The Chiropteran Shrieker can’t use its blindsight while deafened or in an area of silence.
Keen Hearing.
The Shrieker has advantage on Wisdom (Perception) checks that rely on hearing.
Silent Flier.
While flying in dim light or darkness, the Shrieker has advantage on Dexterity (Stealth) checks made to hide.
Pack Instinct.
If an ally of the Shrieker is within 5 feet of a creature and not incapacitated, the Shrieker has advantage on attack rolls against that creature.
Multiattack.
The Shrieker makes two Claw attacks, or one Claw and one Sonic Shriek if available.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Sonic Shriek (Recharge 5–6).
The Shrieker emits a concussive scream in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is deafened until the end of its next turn. On a success, the creature takes half as much damage and isn’t deafened.
If at least one creature fails the save, the Shrieker can immediately fly up to half its speed without provoking opportunity attacks.
Piercing Echo (Recharge 6).
The Shrieker channels its voice into a focused beam of sound. One target within 30 feet must make a DC 14 Constitution saving throw or take 17 (5d6) thunder damage and be stunned until the start of the Shrieker’s next turn. The Shrieker can’t use Sonic Shriek until the end of its next turn.
Dive and Rend.
If the Shrieker flies at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target takes an extra 7 (2d6) slashing damage, and the Shrieker can push the target up to 10 feet away.
Shadow Glide (Recharge 4–6).
When in dim light or darkness, the Shrieker can take the Hide action as a bonus action and move up to half its fly speed without revealing its position.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Shriekers are elite hunters and night sentinels among the Chiropterans — holy warriors who guard sacred tombs and hunting grounds.
They use darkness, height, and sound to control the battlefield. A Shrieker will often:
-
Perch silently in the rafters or on cave ceilings, watching prey approach.
-
Open with Sonic Shriek to disorient foes, then swoop down and claw isolated targets.
-
Retreat into darkness with Shadow Glide, forcing the party to split or waste actions searching.
-
Communicate with other Shriekers through clicks and ultrasonic pulses inaudible to most humanoids.
When defeated, their bodies are often found perfectly still — as if listening for one last echo.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments