thirdtofifth: Shrieking TerrorMedium aberration, neutral evilArmor Class 18 (natural armor)Hit Point
thirdtofifth: Shrieking TerrorMedium aberration, neutral evilArmor Class 18 (natural armor)Hit Points 97 (15d8 + 30)Speed 5 ft., fly 40 ft.Str 13, Dex 18, Con 15, Int 5, Wis 12, Cha 8Damage Immunities poisonDamage Resistances cold, fire, lightningCondition Immunities prone, poisonedSenses darkvision 60 ft. passive Perception 11Languages InfernalChallenge 10 (5900 XP)Multiple Heads. The shrieking terror has five heads. While it has more than one head, the shrieking terror has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the shrieking terror takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the shrieking terror dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The shrieking terror regains 5 hit points for each head regrown in this way. If the shrieking terror has more than five heads, the extra heads wither and die after 1 hour. The shrieking terror cannot have more than ten heads at any time.ActionsMultiattack. The shrieking terror uses its Shriek if it is able to. It then makes five bite attacks.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.Shriek (Recharge 6). The shrieking terror lets out a horrifying shriek. Each humanoid and beast within 60 feet of the vargouille and able to hear it must succeed on a DC 15 Wisdom saving throw or be frightened of the shrieking terror for 1 minute. If the saving throw fails by 5 or more, the target is also stunned while frightened in this way.The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Shriek of all shrieking terrors for 1 hour.Kiss. The shrieking terror kisses up to five incapacitated humanoids within 5 feet of it. Each target must succeed on a DC 14 Charisma saving throw or become cursed. A cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.Formed from a fusion of hydras and vargouilles, shrieking terrors share aspects of both creatures. They were bred for war on Carceri but can be found on other planes as well. Some vargouilles revere shrieking terrors, others attack them, seeing them as perversions of vargouille-kind. Shrieking terrors have a wingspan of roughly 8 feet and weigh about 200 pounds. Though rare, sightings of ten-headed terrors have been reported.Originally from the Monster Manual III. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release. -- source link