Shrieker

Shrieker

Medium plant
Challenge

STR
−5
DEX
−5
CON
0
INT
−5
WIS
−4
CHA
−5

13
3d8
7
Fort
+1
Ref
−5
Will
−4
Condition immunities blinded, deafened, frightened

Speed 0 m.
Skills
Senses blindsight 5 m. (blind beyond this radius)

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Maneuvers. The shrieker uses maneuvers (maneuver save Difficulty 4). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: fearsome beast, spring attack

Actions (1)

Shriek. When bright light or a creature is within 5 meters of the shrieker, it emits a shriek audible within 50 meters of it. the shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward

Underdarksrd

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.