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.
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