Screamer of Tzeentch (5e Creature)

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Screamer of Tzeentch[edit]

Medium fiend (demon), chaotic evil

Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 60 ft.

13 (+1) 16 (+3) 14 (+2) 4 (-3) 14 (+2) 8 (-1)

Saving Throws Wis +6, Cha +6
Damage Resistances cold, fire, lightning
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Abyssal but can't speak
Challenge 2 (450 XP)

Flyby. The screamer doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Dive Attack. If the screamer is flying and dives at least 30 feet straight toward a target and then hits with a warp jaw attack, the attack deals an extra 4 (1d8) damage to the target.

Magic Weapons. The screamer's weapon attacks are magical.

Pack Tactics. The screamer has advantage on attack rolls against a creature if at least one of the screamer's allies is within 5 feet of the creature and the ally isn't incapacitated.


Multiattack. The screamer makes two attacks.

Warp Jaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Scream (Recharge 5-6). The screamer produces a horrid screaming noise for which it is named, a sound to which other fiends are immune. Any other creature that starts its turn within 60 feet of the screamer and can hear it must make a DC 14 Constitution saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.

Screamers are glimmering flying predators, resembling grotesque manta rays, that ride upon the winds of magic as a bird glides upon the breeze. They have no real conscious thought and are instead driven by a powerful hunting instinct. In the Abyss, Screamers roam the tides of magic, preying upon the shadow-souls of mortal creatures, lone chaos furies and other unfortunate magical ephemera. Indeed, once a pack of screamers has the scent of a mortal’s shadow-self, they pursue it ruthlessly through the many layers that compose the Abyss. Once the screamers catch their doomed prey it is torn to pieces in an eyeblink, the gossamer shreds of its flesh and soul offered up as a gift to Tzeentch. Screamers are very agile due to their ability of flight and possess a feral but cunning intellect. Though they are able to use magic-based attacks, their greatest weapons are their so-called "Warp Jaws" which allow them to chew through all kinds of solid matter, even the plate armor of a hardened fighter. In a direct confrontation there are few that can withstand their jaws or outrun their wings. Large packs of screamers can often be found outside the realm of Tzeentch where they hunt after adventurers that traverse the realm of their master.

When manifesting in the material plane, screamers hunt with a cunning that belies their rather base intellect. Streaking across the sky, leaving sparkling multi-coloured trails behind them, screamers generally keep to a lofty altitude. From this vantage point they search the ground below for worthy sacrifices to their master. Once they have located suitable prey, the screamers dive down from on high, emitting unnatural arcs of warp lightning. Anything left standing after their initial piercing attack is snatched up in the screamer’s jaws to be either devoured or dropped from great heights to crash into the ground below. As they possess only a small score of intelligence, screamers are often used as scouts and skirmishers by other, more powerful demons or evil spellcasters. However, if control ever lapses, the screamer is likely to turn against their summoner.

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