# Shriekbat *Huge* *Monstrosity* *unaligned* - **Armor Class:** 15 (natural armor) - **Hit Points:** 178 (17d12+68) - **Speed:** fly 100 ft. walk 20 ft. - **Challenge Rating:** 9 (5,000 XP) - **Source:** Tome of Beasts 2, page 325 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 24 (+7) | 12 (+1) | 18 (+4) | 3 (-4) | 10 (+0) | 7 (-2) | - **Saving Throws**: Dex +5, Con +8 - **Skills:** perception +4, stealth +5 - **Damage Immunities:** thunder - **Senses:** blindsight 60 ft., passive Perception 10 - **Languages:** — ### Special Abilities - **Echolocation:** The shriekbat can't use its blindsight while deafened. ### Actions - **Multiattack:** The shriekbat makes two attacks: one with its bite and one with its talons. - **Bite:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. - **Talons:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can't use its talons on another target. - **Shriek (Recharge 5-6):** The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.