Multiattack. The Core Spawn Shrieker makes 2 attacks with its bite or spines or one of each
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d10) piercing damage.
Spine. RangedWeapon Attack: +5 to hit, range 40/60 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4) poison damage. On a hit, the target's walking speed is reduced by 10ft until the end of their next turn.
Shriek (Recharge 5-6). When the Core Spawn Shrieker notices foes, it can unleash a shriek audible in a 500ft radius. Any creature within 30ft of the shrieker that can hear it when it uses its shriek must succeed on a DC12 Wisdom saving throw or become frightened of it for 1 minute. An affected creature can repeat the saving throw at the end of their turn, ending the effect on a success. On a successful save, the creature is immune to shrieker's frightening effect for 1 hour. Any creature concentrating on a spell within this 30ft radius that can hear the shriek must also make a DC10 concentration check.
Description
These insect-like aberrations serve as scouts for the Core Spawns, flying around their caverns in search of intruders, serving as bait if they have to, to lure trespassers out of hiding. At the first sign of trouble, they emit an intimidating dissonant shriek to call for reinforcements of crawlers and emissaries to arrive and overwhelm their opposition. In the meantime, they use the dart-like spines that cover their abdomens to harass the intruders, shooting for their legs to remove any hope of escape.
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