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Pale Screamer

Medium · Aberration · CR 3 · Neutral Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
52 (7d8+21)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
14
+2
CON
17
+3
INT
7
-2
WIS
13
+1
CHA
8
-1

Overview

Category Monsters
Size Medium
Type Aberration
Alignment Neutral Evil
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 90 ft (27.4 m)
Passive Perception 13

Skills

Athletics +5 Perception +3

Languages

Deep Speech

Resistances & Immunities

Damage Resistances
bludgeoning, cold, force

Traits

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.

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.

Tentacle

+5 to hit, reach 10 ft (3 m). Hit: 2d4+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

About Pale Screamer

Pale Screamer is a medium aberration with a Challenge Rating of 3. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 52 hit points (derived from 7d8+21).

Pale Screamer has communication capabilities including Deep Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pale Screamer

1 tips available

When using Pale Screamer in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Pale Screamer

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pale Screamer?
Pale Screamer has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Pale Screamer?
Pale Screamer is a Medium Aberration, which affects how certain spells and abilities interact with it.
What languages does Pale Screamer speak?
Pale Screamer can communicate in Deep Speech.

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