Bolt-Screamer

small aberration, neutral evil

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
10
CHA
14 (+2)

Defense

Armor Class
14 (natural armor)
Hit Points
36 (8d6+8 +1)
Speed
10 ft., climb 30 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
—
Senses
Blindsight 60 ft.
passive Perception 10

Characteristics

Damage Vulnerabilities
thunder
Damage Resistances
—
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Languages Understands Common but can't speak

Traits and Actions

Resonance Sense

Trait
Aberrations Rule
The Bolt-Screamer knows the exact location of any keyed metal object within 120 feet. While attached to a key-bolt, it can slowly re-key that bolt over the course of an hour.

False Appearance

Trait
Stealth Rule
While motionless and clinging to a bolt, the Bolt-Screamer is indistinguishable from a barnacle-encrusted brass fixture.

Slam

Action
Melee Attacks Rule
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) thunder damage.

Scream

Action
Deafened Condition
Thunder Damage Custom
Recharge 5–6. Every creature within 30 feet must succeed on a DC 13 Constitution saving throw or take 10 (3d6) thunder damage and be deafened for 1 minute. On a success, they take half damage and aren't deafened.

Running the encounter

Combat Behavior

Combat Style

Ambusher. Clings to bolts, screams to disrupt, does not chase. Forces enemies onto unstable terrain.

Appearance & presence

Monster Description

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