Shreeg (5e Creature)
Shreeg
Large monstrosity, unaligned Armor Class 15 (natural armor)
Damage Resistances bludgeoning from nonmagical attacks Cartilaginous Composition. The shreeg has advantage on saving throws to avoid becoming deafened. Echolocation. The shreeg can't use its blindsight while deafened. Keen Hearing. The shreeg has advantage on Wisdom (Perception) checks that rely on hearing. ACTIONSMultiattack: The shreeg makes two claw attacks, and can replace one of these with its tremor touch. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage. Tremor Touch. Each creature within 15 ft. must succeed on a DC 14 Dexterity save or take 8 (2d6 + 1) thunder damage and be knocked prone. Vocal Blast. One creature within 30 ft. that the shreeg can see must succeed on a DC 16 Constitution save, taking 40 (11d6 + 2) thunder damage and being stunned for 1 round on a failed save, or taking half as much damage and becoming deafened for 1 round on a success; if the target is within 10 ft., it makes this save with disadvantage. Additionally, all other creatures within 10 ft. of the shreeg take 12 (3d6 + 2) thunder damage and must succeed on a DC 14 Constitution save or be deafened for 1 round.
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A shreeg is a slow, bulky guard beast which damages and debilitates foes using intense screams and destructive shockwaves. Lacking sight, it depends strictly upon echolocation to navigate its surroundings; with a body composed of soft tissue and reinforced with cartilage, the shreeg is both immune to its own painfully loud sounds and and those of others. They are even deadlier at close range, where they can vibrate the ground with enough force that other creatures lose their footing and become easy targets for sonic attack. Shreeg feed on a variety of organic materials, especially dry, dead vegetation sucked into their toothless, slotlike throats. Though incapable of producing them, they are fascinated by soft and melodious sounds; shreeg take great care not to harm songbirds, which they will frighten off with a harmless ultrasonic squeak before unleashing their voice on opponents. Ironically, they are spooked by loud noises that are not their own. |
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