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5ead/monsters/md/tome_of_beasts_2/pale-screamer.md
2025-06-07 07:58:30 -05:00

1.4 KiB

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.