Skip to main content

Screecher




Illuminated by its spectral, green feathers this massive predator literally soars through the darkest thickets. The owl-like creature's body ripples as it flies through tree branches and trunks as an apparition would. However, when the screecher strikes, its prey discovers it is terribly substantial after all. Flaked horns rise from the sides of the screecher's brow, giving it a horned owl-profile, and it's head can swivel nearly all the way about like that natural species. Its eyes are not like an owl's exactly, while they are round and dominated most of its flat face they are blue, translucent orbs that cast a distorted reflection of whatever they spy. To round out the monstrosity's terrible mien their claws are five-fingered with skin so tight over bone that they appear skeletal.


Necrotic Mutation. Folklore says that the screechers resulted from an arcane disaster, of sorts. A necromancer cult took up residence in the dark heart of the woods. By all accounts this particular group didn't have much interest on tormenting the living or conquering the lands around its shadowed glades. They only wished a place to delve deep into the mysteries of the dead and focused on raising bears, elk, wolves and other woodland creatures. Though, they did pay good coin to grave robbers who dropped off humanoid corpses now and again. The majority of the cult used owls for families and messengers. However, once regional druids found out about this blasphemy they enlisted paladins and other heroes to wipe out the necromancers and their creations. The area was left depopulated, partially razed, and soaked in death magic. The druids decided to let the woods regrow at a natural pace and the heroes abandoned it altogether. The owls however, remained, feasting on undead flesh and soaking in the dark energies. Exposed to this toxic, magical waste screechers first appeared within a year.


Indigestible Horror. One of the worst aspects of a screecher is the fate of the creatures it eats. Like actual owls the ghostly monster is unable to digest bones and fur. Its gullet becomes a de facto unhallowed grave where the spirits of its meals are tormented amid tumbled, broken bones. That is until the screecher vomits up pellets. These balls of phlegm and bio-debris inevitably spawns skeletons comprised of mismatched bones. The mad spirits seek to end their pain by stealing the intact bones they need from the living. These undead are likewise terrified of being eaten by the screecher again.


Screecher

large monstrosity, unaligned

Armor Class 14

Hit Points 67 (9d10 + 18)

Speed 20ft

Flight 50ft

Str 14 Dex 19 Con 14 Int 3 Wis 10 Cha 4

Skills Perception +3

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical attacks

Languages-

Challenge 5 (1800 XP)

Flyby:

The screecher doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Incorporeal Movement:

When flying, the screecher can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Creatures grappled by the screecher also gain the Incorporeal Movement trait as long as it is grappled.

Keen Senses.

The screecher has Advantage on Wisdom (Perception) checks using hearing or sight.

Actions

Multiattack.

The screecher may make a beak and a claw attack as one action.

Beak:

Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Claws:

Melee Weapon Attack: + 7 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) slashing damage.The target is Grappled (escape DC 13) if it is a Large or smaller creature and the screecher doesn't have another creatures Grappled.

Spectral Screech (Recharge 5-6).

The screecher targets a creature it can see within 60 feet with frightful shriek. The creature must succeed on a DC 13 Wisdom save or be Frightened and Restrained for the next minute. At the end of each of its turns an affected creature may repeat this save, the effect ending on success.

Ghastly Pellet (Recharge 6).

The screen spits a pellet of necrotic mucus and undigested bone at a point within 60 ft. On impact the pellet explodes and creatures 1d6 skeletons in any unoccupied squares within 10ft of impact. The skeletons are hostile to any creature, including the screecher. However, they are Frightened of the screecher. The skeletons act right after the screecher on the same initiative count and fight until they are destroyed.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...