A Horror in the Night: The Shrieker was once a majestic corvid that inspired family crests for noble houses, illusive but magnificent. Yet, as time and corruption slowly took their course, the sublime avian giant grew tragically twisted and malformed. Not a dreadful predator like other horrors, the Shrieker has become a grotesque scavenger, a creature far more suited to a nightmare than to a noble house’s heraldry.
Trinket Thief: The Shrieker’s many eyes are drawn to all that shines, and it jealously hoards whatever glistening trinkets that catch its attentive gaze. While this may make it steal simple coins and jewellery, it is magic items in particular that draws the creature’s attention. Despite its misshapen size, the Shrieker is capable of unexpected feats of stealth, allowing it to rob sleeping travellers of their magic items before fleeing into the night with their hard-earned bounties.
The Shrieker’s Nest: Those seeking to fight the Shrieker typically find it at its nest, where the tragic horror hoards its stolen trinkets and baubles, for hunting the Shrieker on the wing is all but impossible, the creature’s immense speed making it far harder to hit than it is to track. At its nest, the Shrieker will still quickly give up a fight that it cannot win, but will leave it its wake whatever magic items it has hoarded it its nest.
Raven Shreiker
Large aberration, chaotic neutral
Armor Class 23 (Natural Armor)
Hit Points 152 ( 16d12+48 )
Speed
30ft
Fly: 120ft
Skills Perception +11, Stealth +15
Damage Resistances Necrotic
Senses Passive Perception 13
Challenge 11
Keen Sight: The Shrieker has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack: The Shrieker makes three actions, which may be either Call the Murder, Claw, Peck, Regurgitate, or Shrieaking Flight.
Call the Murder (Recharge 6): The Shrieker summons 1d6 Swarms of Ravens into unoccupied spaces within 20 feet.
Claw: One creature within 10 feet must make a Wisdom saving throw. On a failed save, the target is deafened and suffers 14 (4d6) Psychic damage. On a successful save, the target half as much damage and isn't deafened.
Peck: Melee Weapion Attack: +11 to hit, reach 10ft, one target. Hit: 39 (5d12+7) piercing damage.
Regurgitate: The Shrieker regurgitates in a 10-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 7 (2d6) acid damage and suffering disadvantage on its next attack roll on a failed save. A creature that succeeds the save takes half as much damage, and does not suffer disadvantage on its next attack.
Shrieaking Flight (1/day): All creatures within 20 feet of the Shrieker are deafened until the start of the Shrieker's next turn. The Shrieker immediately moves 120 feet away from its current position. This movement, and other movements made by the Shrieker this turn do not provoke opportunity attacks.
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