Shrieker
Medium Plant, unaligned
10 XP
Special Abilities
False Appearance
While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
Actions
Shriek
When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward
Quick Reference
Running This Encounter
Shriekers are stationary fungi that alert nearby creatures when disturbed. They cannot move or attack, making them ideal as alarm systems rather than combat encounters. Use them to complicate dungeon exploration by forcing parties to either navigate around them or accept the consequences of triggering an alert. They work best as environmental hazards that summon reinforcements rather than standalone threats.
Combat Tactics
Shriekers have no combat tactics as they cannot move or attack. Their only mechanical effect is emitting a piercing shriek for 1d4 rounds when creatures move within 30 feet, potentially summoning nearby monsters. Parties must choose between destroying the fungus (AC 5 makes this trivial) or sneaking past it carefully.
Environment & Setting
Shriekers thrive in damp underground caverns, fungal grottos, and dungeon depths where moisture accumulates. They are typically found in clusters near other fungi, decay, or as deliberate guards placed by underground creatures.