Shriekers (3.5e Creature)

What looks like a two foot tall chicken looks toward you. Two small gills raise from its forehead and glow red. It has three large mandibles that seem too big for its head. In an instant it races toward you, spreading its mandibles to reveal a long tongue. It cries out and several more of the creatures seem to pop out from nowhere.

Shrieker
Size/Type: Small Aberration
Hit Dice: 7d8+7 (38 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 16
Base Attack/Grapple: +5/+1
Attack: Bite +7 melee (1d6 +0)
Full Attack: Bite +7 melee (1d6 +0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Attach
Special Qualities: Darkvision 60 ft., heat vision, food effect, metamorphosis, learning curve
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10
Skills: Balance +4, Escape Artist +4, Listen +5, Spot +5
Feats: Agile, Run, Weapon Focus(Bite)
Environment: Warm Desert
Organization: Solitary, Pair, Gang (2-5), or Pack (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment:
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More information...

Shriekers are the forced evolutionary response to Graboids under unknown circumstances. They are much weaker than their larger forbearers, but they are more mobile above ground and much more efficient at propagating. They can see via heat from the raised gills on their forehead. They communicate with each other by a complex system of screaches.

Combat

Shriekers attack anything that they sense is warm. They often try to swarm the enemy in great numbers.

Improved Grab (Ex): A Shrieker that successfully bites an opponent is unwilling to give up its hold and will continue to chomp whatever is in its mouth. After biting an opponent, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. They continue to do bite damage on following rounds automatically by shifting their body weight, tearing at their victim.

Heat Vision (Ex): A Shrieker chooses its prey by seeing if they have heat it their bodies. They cannot see heat through walls, but they see you through just about everything else. Undead, constructs and anything else that does not give off heat is effectively invisible to them, although they will still attack if they are bumped into.

Food Effect (Ex): After eating, a Shrieker will vomit up a cocoon that will hatch into another Shrieker in 2d6 minutes. The amount of food has no influence.

Learning Curve (Ex): A Shrieker learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves if subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Metamorphosis (Ex): after surviving for about a week, a Shrieker will enter a cocoon shortly and emerge as an Assblaster.



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