Shriekbat

Huge Monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 178 (17d12+68)

Speed fly +100, walk +20

Challenge 9

STR
24
+7
DEX
12
+1
CON
18
+4
INT
3
-4
WIS
10
+0
CHA
7
-2

Saving Throws con +8, dex +5

Skills stealth +5, perception +4

Damage Immunities thunder

Senses blindsight 60 ft., passive Perception 10

Languages

Special Abilities

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 · OGL/Open