The Mind's Eye: The criers are blind, but have an ultra keen sense of echolocation. All perception checks made using sound are done at advantage.
Multiattack. The crier can attack twice with both claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
Screech. The crier screeches. All entities within 60ft, besides other aberrations, must make a DC 20 constitution saving throw. On a success, they fight through the sound. On a fail, all susceptible entities are deafened until the round is over.
Defensive Shell: When attacked, criers can curl into a ball and harden their skin into a shell, gaining +7 AC for the round, but unable to take any other actions.
Burst: When the criers emerge from their shell, they can choose to 'burst' out from this form and make an attack as a bonus action. The target must make a DC 10 dexterity saving throw, or take the crier's normal weapon attack damage.
Description
Criers are strange, alien creatures content to feeding in the underdark. When disturbed, however, they can make quite a racket...and alert everything within hearing range to your presence.
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