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.
Licensing – Markdown Format