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Shriekbat

Huge · Monstrosity · CR 9 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
178 (17d12+68)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 5000
Initiative Bonus +1

Movement

Walk 20 ft (6.1 m)
Fly 100 ft (30.5 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 10

Saving Throws

Dexterity +5 Constitution +8

Skills

Perception +4 Stealth +5

Resistances & Immunities

Damage Immunities
thunder

Traits

Echolocation

The shriekbat can’t use its blindsight while deafened.

Actions

Bite

+11 to hit, reach 10 ft (3 m). Hit: 3d8+7 piercing damage.

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.

Multiattack

The shriekbat makes two attacks: one with its bite and one with its talons.

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.

Talons

+11 to hit, reach 5 ft (1.5 m). Hit: 3d6+7 slashing damage.

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.

About Shriekbat

Shriekbat is a huge monstrosity with a Challenge Rating of 9. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 178 hit points (derived from 17d12+68).

GM Tips: Using Shriekbat

1 tips available

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

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Shriekbat

1 strategies available

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

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 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 Shriekbat?
Shriekbat has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Shriekbat?
Shriekbat is a Huge Monstrosity, which affects how certain spells and abilities interact with it.

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