Pale Screamer
Medium Aberration, neutral evil
Armor Class 14 (natural armor)
Hit Points 52 (7d8+21)
Speed swim +30, walk +30
Challenge 3
Skills athletics +5, perception +3
Damage Resistances bludgeoning, cold, force
Senses darkvision 90 ft., passive Perception 13
Languages Deep Speech
Special Abilities
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 · OGL/Open