
Shrieker
Creature
Characters
Attributes
Unorganized
STATS
Callous Shrieker
Large aberration, chaotic evil
—Armor Class 17 (natural armor)
Hit Points 76 (9d10 + 27)
Speed
— 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
—13 (+1) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 6 (-2)
Saving Throws Dex +7, Wis +5
Skillss Sleight of Hand +7, Stealth +7
Senses darkvision 120 ft., passive Perception 12
Languages Understands Common and Deep Speech, but
doesn’t speak
Challenge
—5 (1,800 XP)
Keen Eyes. The shrieker has advantage on Wisdom
(Perception) checks that rely on sight.
Mobile. The shrieker attacks a creature with an attack, it
won’t provoke opportunity attacks from that creature for the
rest of the turn, whether it hits or not.
Thieving. One per turn when the shrieker hits a creature with
a peck attack, it can choose to not deal damage and attempt
to steal an item out of the creature’s inventory (Dungeon
Master’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
the item and carries it in its beak.
Actions
Multiattack. The shrieker 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 regurgitate 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 turn.
Large aberration, chaotic evil
—Armor Class 17 (natural armor)
Hit Points 76 (9d10 + 27)
Speed
— 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
—13 (+1) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 6 (-2)
Saving Throws Dex +7, Wis +5
Skillss Sleight of Hand +7, Stealth +7
Senses darkvision 120 ft., passive Perception 12
Languages Understands Common and Deep Speech, but
doesn’t speak
Challenge
—5 (1,800 XP)
Keen Eyes. The shrieker has advantage on Wisdom
(Perception) checks that rely on sight.
Mobile. The shrieker attacks a creature with an attack, it
won’t provoke opportunity attacks from that creature for the
rest of the turn, whether it hits or not.
Thieving. One per turn when the shrieker hits a creature with
a peck attack, it can choose to not deal damage and attempt
to steal an item out of the creature’s inventory (Dungeon
Master’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
the item and carries it in its beak.
Actions
Multiattack. The shrieker 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 regurgitate 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 turn.