AC 5
HP 35 (10d6; bloodied 17)
Speed 0 ft.
Proficiency +2; Maneuver DC 5
Damage Vulnerabilities bludgeoning, slashing
Condition Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages —
False Appearance. While motionless, the shrieker is indistinguishable from a normal fungus.
Spell Sense. The shrieker can sense the presence of creatures or magic items with the ability to cast spells within 30 feet.
ACTIONS
Shriek. If the shrieker perceives a spellcasting creature or magic item within 30 feet, it shrieks loudly and continuously. The shriek is audible within 300 feet. The shrieker continues to shriek for 1 minute after the creature or item has moved away.
While within 30 feet of the shrieker, a creature can’t cast spells with vocalized components and can’t concentrate on spells.
While a normal shrieker is a nuisance, a spell shrieker is a debilitating threat to spellcasters. Spell shriekers are able to detect magical auras and scream when in the presence of a creature or item with spellcasting abilities.
Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.