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2025-06-07 07:58:30 -05:00
# Pale Screamer
*Medium* *Aberration* *neutral evil*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 52 (7d8+21)
- **Speed:** swim 30 ft. walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 2, page 290
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 14 (+2) | 17 (+3) | 7 (-2) | 13 (+1) | 8 (-1) |
- **Skills:** athletics +5, perception +3
- **Damage Resistances:** bludgeoning, cold, force
- **Senses:** darkvision 90 ft., passive Perception 13
- **Languages:** Deep Speech
### Special Abilities
- **Amphibious:** The pale screamer can breathe air and water.
### Actions
- **Multiattack:** The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- **Tentacle:** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
- **Scream of the Deep (Recharge 6):** The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened.