# 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.