Post by meribson on May 3, 2017 16:21:34 GMT
Still not overly accustomed to 5e, so I'm hoping that some fellow blockheads can give me feedback and a suggested CR. Without further ado, here's the shriekers.
Called dokkalfar by the native orcs, shriekers are a type of undead native to the mountains and wilds of Sylvanor. Resembling dried out, emaciated, black skinned elves, shriekers are fast and extremely dangerous in numbers. Some scholars believe that they are the remnants of Sylvanor’s elven inhabitants from times past.
Aptly Named. Akin to banshees, shriekers most feared ability is its call. But where the banshee wails, shriekers…well, shriek. Survivors of shrieker attacks have described the sound as piercing into their soul with the fury of the damned. The shriek seems to be filled with unholy, soul-rending hate for the living. What the orcs of Sylvanor would say is the shriek’s most deadly aspect is that any shrieker that hears another’s call is drawn like a moth to the flame.
Storm of Swarms. Like many kinds of undead, shriekers are most dangerous in large numbers. Unlike skeletons or zombies however, the danger isn’t just a greater number of hands and teeth. Something about whatever magic animates them causes shriekers to develop something akin to a hive-mind in larger numbers. While they don’t seem to be aware of what the others are, they do become more and more intelligent. Hordes are capable of tactical maneuvers that would make generals weep, and their namesake shriek becomes more potent.
Undead Nature. A shrieker doesn’t require air, food, drink, or sleep.
Shrieker
Medium undead, neutral evil
Armor Class 11
Hit Points 19 (3d8+6)
Speed 40 ft.
Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 2 (-4), Wis 6 (-2), Cha 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 8
Languages understands Deep Elvish and Orc (Sylvanor) but doesn’t speak
Challenge x
Swarming Intellect. As shriekers gather in numbers, their intellect also rises. Increase the shrieker’s Intelligence score by 2 and Wisdom score by 1 for every additional shrieker within 50 ft.
Actions
Shriek (3/day). The shrieker lets out the terrible, screeching cry that gives it its name. All living creatures within 30 ft. must make a DC 8 Constitution saving throw. On a failure, a creature takes 6 (2d6) points of psychic damage. On a success, a creature takes 3 (1d6) points of psychic damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
Called dokkalfar by the native orcs, shriekers are a type of undead native to the mountains and wilds of Sylvanor. Resembling dried out, emaciated, black skinned elves, shriekers are fast and extremely dangerous in numbers. Some scholars believe that they are the remnants of Sylvanor’s elven inhabitants from times past.
Aptly Named. Akin to banshees, shriekers most feared ability is its call. But where the banshee wails, shriekers…well, shriek. Survivors of shrieker attacks have described the sound as piercing into their soul with the fury of the damned. The shriek seems to be filled with unholy, soul-rending hate for the living. What the orcs of Sylvanor would say is the shriek’s most deadly aspect is that any shrieker that hears another’s call is drawn like a moth to the flame.
Storm of Swarms. Like many kinds of undead, shriekers are most dangerous in large numbers. Unlike skeletons or zombies however, the danger isn’t just a greater number of hands and teeth. Something about whatever magic animates them causes shriekers to develop something akin to a hive-mind in larger numbers. While they don’t seem to be aware of what the others are, they do become more and more intelligent. Hordes are capable of tactical maneuvers that would make generals weep, and their namesake shriek becomes more potent.
Undead Nature. A shrieker doesn’t require air, food, drink, or sleep.
Shrieker
Medium undead, neutral evil
Armor Class 11
Hit Points 19 (3d8+6)
Speed 40 ft.
Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 2 (-4), Wis 6 (-2), Cha 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 8
Languages understands Deep Elvish and Orc (Sylvanor) but doesn’t speak
Challenge x
Swarming Intellect. As shriekers gather in numbers, their intellect also rises. Increase the shrieker’s Intelligence score by 2 and Wisdom score by 1 for every additional shrieker within 50 ft.
Actions
Shriek (3/day). The shrieker lets out the terrible, screeching cry that gives it its name. All living creatures within 30 ft. must make a DC 8 Constitution saving throw. On a failure, a creature takes 6 (2d6) points of psychic damage. On a success, a creature takes 3 (1d6) points of psychic damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage