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 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Shriek. When bright light or a creature is within 5 meters of the shrieker, it emits a shriek audible within 100 meters of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice 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. A construct or an undead is immune to this effect.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.
On a successful save, the effect ends for that creature.
If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.