Pale Screamer
Medium Aberration, neutral evil (CR 3)Armor Class 14 natural armor
Hit Points 52 (7d8+21)
Speed 30 ft., swim 30 ft.
16 (+3)
14 (+2)
17 (+3)
7 (-2)
13 (+1)
8 (-1)
Skills athletics 5, perception 3
Senses darkvision 90 ft., passive Perception 13
Languages Deep Speech
Challenge Rating 3
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.
sizeMedium
typeAberration
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistancesbludgeoning, cold, force
damage_immunities
condition_immunities
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Amphibious,desc: The pale screamer can breathe air and water.
spell_list
page_no290
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
Find the complete stats on: Open5e
Tome of Beasts 2, page no. 290