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Shriekbat 2014

CR 9 monstrosity

Huge monstrosity, unaligned


Armor Class
15 (natural armor)
Hit Points
178 (17d12+68)
Speed
20 ft., fly 100 ft.

STR24 (+7)
DEX12 (+1)
CON18 (+4)
INT3 (-4)
WIS10 (+0)
CHA7 (-2)

Saving Throws
Dexterity +5, Constitution +8
Skills
Perception +4, Stealth +5
Damage Immunities
thunder
Senses
blindsight 60 ft., passive Perception 10
Languages
—
Challenge
9 (5,000 XP) · Proficiency Bonus +4

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.

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