Rattlecake Inc Presents
A report from the Dyrelands contingency
"...Somewhere in the darkness she could hear them, a low whistle echoing into a breathy, monstrous caw. Three lay dead by the wagon, upturned and slowly burning. Two circled her closely by the edge of the firelight, their oily flesh strapped tight to alien bodies. She leapt forward to strike before they disappeared again, catching one behind it's skull, noting the crack of the spine, but as she turned for the other a scream like a dying deer's shook the air. One swing took muscles clean from it's bone, the next wedged shallow into it's neck, it's skin growing thicker than leather as she fought. Her last strike chopped at it's throat, the blade thumping against tough hide. She wept and swung with her last bit of strength as it's hands held her head between it's jaws."
Relentless drive The Screamer is individually one of the weakest of Koschei's agents, and likely the first of his minions to pour through the interdimensional portals. They arrive in number and attack targets head on, being solely driven by their master's will to devour anything in their path.
Alien appearance Screamers are coated in a viscous, oily substance that appears to reflect light strangely off of it. Although it offers them no mechanical benefits, a party may hear strange rumours of shadows stealing people away in the night. They are bipedal but with either run low to the ground or on all fours to catch fleeing prey.
Tactics A first line of attack, screamers will overwhelm at night when their bodies play to their advantage, however they are always directed by a more intelligent member of Koschei's forces. Left alone and detached from their 'hive' the screamers stand at full height and huddle, waiting for sensory stimuli. They will however eventually die of starvation.
When to scream Their telltale scream is only sounded moments before an attack. When hunting they terrify their prey with otherworldly caws, and communicate with each other with deep, thumps in their chest, somewhat resembling a loud heartbeat.
Weaknesses Your players should aim to kill Screamers as quickly as possible, if not in one attack then by cycling attacks against different opponents, or by overwhelming them with varied attack types. Another option is to confuse them via sound. Large, constant sounds will prevent Screamers from communicating with each other, however some agents of Koschei will utilise telepathy for instructions. A loud sound can also render them temporarily stunned or perhaps even repel them.
Written by u/DorklyC @Rattlecake_inc on Instagram Art credit: Monster by azinjanati@ CGsociety https://azinjanati.cgsociety.org/jbph/monster
Variant: Lashing tongue
A Koshei screamer can replace it's bite with a lashing tongue reach 20ft 1d6 +3 slashing damage plus an additional 1d6 acid damage.
Koschei screamer
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception 8
- Languages None
- Challenge CR 1 (200 XP)
Koschei's gift. If the creature suffers only one damage type in a single round, or if it receives damage of the same type from two different sources it becomes resistant to that damage type at the start of it's next turn. Only one resistance can be gained per round, which is always the first damage type to trigger the ability. This ability can stack up to three resistances.
Supernatural fortitude. If a creature that has become resistant through Koschei's gift would have the ability trigger again, in a separate round, the resistance becomes an immunity. This immunity activates after the damage is taken.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.
Greater Koschei Screamer
Large monstosity, any evil alignment
- Armor Class 13 (natural armour)
- Hit Points 102 (12d10+36)
- Speed 30 ft
STR DEX CON INT WIS CHA 18 (+4) 10 (0) 16 (+3) 4 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception 8
- Languages None
- Challenge CR 2 (450 XP)
Koschei's gift. If the creature suffers only one damage type in a single round, or if it receives damage of the same type from two different sources it becomes resistant to that damage type at the start of it's next turn. Only one resistance can be gained per round, which is always the first damage type to trigger the ability. This ability can stack up to three resistances.
Supernatural fortitude. If a creature that has become resistant through Koschei's gift would have the ability trigger again, in a separate round, the resistance becomes an immunity. This immunity activates after the damage is taken.
Disdainful launch. If the creature makes a successful claw attack immediately after a grapple it may throw the grappled creature 15ft in any direction instead of a third claw attack, inflicting 1d4 bludgeoning damage.
Actions
Multiattack. The Greater screamer makes three claw attacks, or a grapple followed by two claw attacks. The Greater screamer may substitute two attacks for a sonic scream.
Claw. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 8 (1d8+4) slashing damage.
Sonic scream. The screamer emits a deafening screech in a 15-foot cube centered on itself. Each creature in that area must succeed on a DC 11 Strength saving throw or take 9 (3d6) thunder damage and be knocked prone.
Koschei screamer cannibal
Medium monstosity, any evil alignment
- Armor Class 13 (natural armour)
- Hit Points 53 (7d8+21)
- Speed 40 ft
STR DEX CON INT WIS CHA 15 (+3) 10 (0) 16 (+3) 6 (-3) 9 (-1) 5 (-3)
- Saving Throws Con +4, Wis +1
- Damage Resistances none
- Damage Immunities none
- Condition Immunities charmed
- Senses passive Perception 8
- Languages None
- Challenge CR 2
Unnatural tastes The cannibal scours the edge of the battlefield, dragging dead and unconscious bodies and quickly consuming them. For each creature it consumes that is not a screamer, it gains 1 INT and 1 WIS, both to a maximum of 17. For each medium or large screamer it consumes it gains +1 STR, to a maximum of 18. Although effects take place immediately, creatures that are not screamers remain in it's stomach losing 2 CON at the start of each of their turns. If the consumed creature reaches zero, they are dissolved. If the Cannibal takes any damage, an undigested body is vomited into the nearest available space.
Predetermined evolution If a Cannibal reaches 18 strength it's size becomes large. If it reaches greater than 10 INT, it may use the stat block and behaviour for an Intelligent Screamer Cannibal
Long limbs The Cannibal's arms are unnaturally long, giving it a reach of 10ft. The force it is able to deliver with it's limbs allows it to roll attacks and damage as if it were a large creature.
Actions
Multiattack. The Cannibal makes two claw attacks, or a claw attack and one sweep.
Long-armed claw. Melee weapon attack: +3 to hit, reach 10ft, one target. Hit: 6 (2d6+3) piercing damage.
Long-armed Sweep The Cannibal sweeps it's arm with unnatural speed in 10ft cone directly in front of it. Any creature caught in the zone must make a DC 13 DEX saving throw or be knocked prone. The closest creature to the Cannibal is considered grappled. The Cannibal may only grapple two creatures at any one time.
Intelligent screamer cannibal
Large monstosity, any evil alignment
- Armor Class 13 (natural armour)
- Hit Points 53 (7d8+21)
- Speed 40 ft
STR DEX CON INT WIS CHA 18 (+4) 10 (0) 16 (+3) 12 (+2) 14 (+2) 5 (-3)
- Saving Throws Con +4, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception 8
- Languages None
- Challenge CR 5
Unnatural mind The Cannibal no longer searches battlefields, but is now intelligent enough to lay traps and bait it's prey. It now only chooses open battle if it has the upper hand and is confident it will win.
Tight grip Any creature grappled by the Intelligent cannibal is considered restrained and suffocating. The creature must make a DC 15 CON saving throw at the start of each of their turns to maintain their breath, on a success they are able to maintain their breath. On a failure, the creature loses any held breath and will fall unconscious at the end of their next turn.
Hangman's drop If the Cannibal surprises a creature, it's may make two additional attacks, that round, against the creature it surprised. If it lands both additional surprise attacks it attempts to swallow the creature.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Long-armed claw. Melee weapon attack: +6 to hit, reach 10ft, one target. Hit: 8 (2d8+4) piercing damage.
Koschei Whistle-Hunter
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception
- Languages None
- Challenge CR 1
Koschei's will If the creature suffers only one damage type in a single round, it becomes resistant to that damage type at the start of it's next turn. This ability can stack up to three resistances.
Supernatural fortitude If the creature has a resistance through Koshei's will, and suffers only one damage type in a round that it is already resistant to, the creature gains immunity to that damage type.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.
Koschei Whistle-Hunter
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception
- Languages None
- Challenge CR 1
Koschei's will If the creature suffers only one damage type in a single round, it becomes resistant to that damage type at the start of it's next turn. This ability can stack up to three resistances.
Supernatural fortitude If the creature has a resistance through Koshei's will, and suffers only one damage type in a round that it is already resistant to, the creature gains immunity to that damage type.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.
Koschei Whistle-Hunter
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception
- Languages None
- Challenge CR 1
Koschei's will If the creature suffers only one damage type in a single round, it becomes resistant to that damage type at the start of it's next turn. This ability can stack up to three resistances.
Supernatural fortitude If the creature has a resistance through Koshei's will, and suffers only one damage type in a round that it is already resistant to, the creature gains immunity to that damage type.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.
Koschei Whistle-Hunter
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception
- Languages None
- Challenge CR 1
Koschei's will If the creature suffers only one damage type in a single round, it becomes resistant to that damage type at the start of it's next turn. This ability can stack up to three resistances.
Supernatural fortitude If the creature has a resistance through Koshei's will, and suffers only one damage type in a round that it is already resistant to, the creature gains immunity to that damage type.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.
Koschei Whistle-Hunter
Medium monstosity, any evil alignment
- Armor Class 12 (natural armour)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +5, Wis +0
- Damage Resistances Modular
- Damage Immunities Modular
- Condition Immunities frightened, charmed
- Senses passive Perception
- Languages None
- Challenge CR 1
Koschei's will If the creature suffers only one damage type in a single round, it becomes resistant to that damage type at the start of it's next turn. This ability can stack up to three resistances.
Supernatural fortitude If the creature has a resistance through Koshei's will, and suffers only one damage type in a round that it is already resistant to, the creature gains immunity to that damage type.
Actions
Multiattack. The Screamer makes two bite attacks, or one grapple action followed by a bite.
Bite. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage.