
Original generation · R21 Media Group
Wharf Shrike
Large monstrosity, unaligned
Every harbour district keeps its lamps lit for a reason, and Saltspire's reason hangs in the old customs loft: a row of hooks, and on each hook something that once walked home alone through the unlit lanes. Wharf shrikes hunt the hour between the taverns emptying and the watch changing. They take one, and they hang it where the others will find it, which the wise read as a larder mark and the foolish read as a warning.
Armor Class 14 (feather-slate plumage)
Hit Points 168 (16d10 + 80)
Speed 40 ft., climb 40 ft.
- STR
- 18 (+4)
- DEX
- 14 (+2)
- CON
- 20 (+5)
- INT
- 4 (-3)
- WIS
- 13 (+1)
- CHA
- 7 (-2)
Skills Stealth +5
Senses darkvision 90 ft., passive Perception 11
Languages mimics sounds it has heard, in fragments
Challenge 6
Traits
Shadow Blend. While in dim light or darkness, the shrike is invisible until it attacks. A light source within 10 feet of it shrinks the darkness it can vanish into, and daylight grounds it entirely.
Butcher's Hooks. The shrike carries its kills to a roost of iron hooks and hanging chains — a warehouse loft, a crane arm, the beams under a pier — and always eats above its larder. Finding the larder is finding the shrike.
Actions
Multiattack. The shrike makes one beak attack and one talon attack.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and grappled (escape DC 14).