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Spell Shrieker

Challenge
Terrain
str
1
dex
1
con
10
int
1
wis
2
cha
1

AC 5
HP 35 (10d6; bloodied 17)
Speed 0 ft.


Proficiency +2; Maneuver DC 5
Damage Vulnerabilities bludgeoning, slashing
Condition Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages

False Appearance. While motionless, the shrieker is indistinguishable from a normal fungus.

Spell Sense. The shrieker can sense the presence of creatures or magic items with the ability to cast spells within 30 feet.


ACTIONS

Shriek. If the shrieker perceives a spellcasting creature or magic item within 30 feet, it shrieks loudly and continuously. The shriek is audible within 300 feet. The shrieker continues to shriek for 1 minute after the creature or item has moved away.

While within 30 feet of the shrieker, a creature can’t cast spells with vocalized components and can’t concentrate on spells.

Description

While a normal shrieker is a nuisance, a spell shrieker is a debilitating threat to spellcasters. Spell shriekers are able to detect magical auras and scream when in the presence of a creature or item with spellcasting abilities.

Monster Type Description

Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.