Screamer (5e Creature)
Screamer
Large fiend, chaotic evil Armor Class 16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Keen Sight. The screamer has advantage on Wisdom (Perception) checks that rely on sight Hit and Run. If the screamer attacks with its slashing fin, it can take the Disengage action as a bonus action. ACTIONSMultiattack. The screamer makes two attacks: one with its lamprey bite and one with its slashing fin. Lamprey Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 4) piercing damage. If the screamer is larger than the target this attack deals an additional 11 (2d10) piercing damage. Slashing Fin. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Charge. The screamer flies up to 160 feet in a straight line, making one slashing fin attack against each creature that it passes through. Each target must succeed on a DC 15 Strength saving throw or be knocked prone. The screamer does not provoke opportunity attack during this movement. Piercing Shriek (Recharge 5-6). The screamer unleashes an unholy shriek in a 30-foot cone, Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 10 (3d6) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.
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Speeding blurs that leave shimmering trails of change-magics in the air behind them, screamers streak across the skies with a wailing cry. They slash foes they pass with razor-sharp horns and fins, before darting down to savage their chosen quarry with gnashing teeth. |
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