Free interactive D&D 5e SRD stat block

Shrieker Fungus

Medium Plant, CR 0, AC 5, 13 HP. Unaligned.

Medium Plant, Unaligned

AC
5
Initiative
-5 (5)
HP
13 (3d8)
Speed
5 ft.
ScoreModSave
STR 1 -5 -5
DEX 1 -5 -5
CON 10 +0 +0
INT 1 -5 -5
WIS 3 -4 -4
CHA 1 -5 -5
Immunities
Blinded, Charmed, Deafened, Frightened
Senses
Blindsight 30 ft.; Passive Perception 6
Languages
None
CR
0 (XP 0; PB +2)

Reactions

Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies.

How to run Shrieker Fungus

A shrieker is not a monster, it is an alarm bell with hit points. AC 5, 13 HP, walk 5, no attack, no damage, immune to Blinded, Charmed, Deafened, and Frightened (it has no senses or mind for those conditions to land on). The whole stat block is one reaction: Shriek, triggered when a creature or a source of Bright Light moves within 30 feet, audible for 300 feet, lasting one full minute or until the shrieker dies. Run the shrieker as a dungeon trap that costs the party time and stealth, not as a creature that fights.

The setup is the encounter. Place shriekers in clusters of three to six in a tunnel that connects to whatever the party actually needs to fight. The shrieker patch is the lock; the wandering monster table is the door. When a shrieker goes off, roll on whatever your dungeon's reinforcements look like (drow patrol in 1d4 rounds, hook horror in 1d6, the duergar shift change in 2d4). The party hears the shriek, knows it has been heard, and now has to choose between sprinting forward and hoping or backing out and trying again.

Counterplay matters. Shriekers fall to one cantrip of any kind, but you have to be in their threat zone to swing. A rogue who Stealths in (Passive Perception 6, blindsight 30 means stealth above DC 10 walks past the threshold without triggering) and bonks the shrieker dead in melee solves the patch in three rounds without a sound. A wizard with a torch has just lit every shrieker in the room and is now the problem. Telegraph this. Put a dead torch and a chewed bone at the cave entrance.

The shrieker is the GM's gift to slow play. Use them when the party is sprinting through a dungeon faster than the dungeon deserves. One shriek, one wandering encounter, and the party remembers that the Underdark has rules.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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