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

1.6 KiB

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.