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Pale Screamer 2014

CR 3 aberration

Medium aberration, neutral evil


Armor Class
14 (natural armor)
Hit Points
52 (7d8+21)
Speed
30 ft., swim 30 ft.

STR16 (+3)
DEX14 (+2)
CON17 (+3)
INT7 (-2)
WIS13 (+1)
CHA8 (-1)

Saving Throws
Skills
Athletics +5, Perception +3
Resistances
bludgeoning, cold, force
Senses
darkvision 90 ft., passive Perception 13
Languages
Deep Speech
Challenge
3 (700 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details