Shriek Gull

small beast, unaligned

D&D 5.5 / SRD 5.2

Challenge 0.25 (50 XP)

Available with DM subscription
STR
8 (-1)
DEX
14 (+2)
CON
10
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)

Defense

Armor Class
12 (natural armor)
Hit Points
7 (2d6 0)
Speed
10 ft., fly 50 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
Perception +3
Senses
passive Perception 13

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
—
Condition Immunities
—
Languages —

Traits and Actions

Flock Tactics

Trait
Flock Tactics Custom
The shriek gull has advantage on an attack roll against a creature if at least one of the gull's allies is within 5 feet of the creature and the ally isn't incapacitated.

Flock Tactics. Pack tactics variant: advantage when an ally is within 5 feet of the target.

Keen Sight and Smell

Trait
Perception Rule
The shriek gull has advantage on Wisdom (Perception) checks that rely on sight or smell.

Beak

Action
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.

Shriek

Action
Frightened Condition
The shriek gull emits a piercing cry in a 15-foot cone. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be frightened until the end of the gull's next turn.

Running the encounter

Combat Behavior

Tactics

  • Uses Flock Tactics to gang up on isolated targets.
  • Targets creatures carrying food, shiny objects, or with open wounds.
  • Uses Shriek to frighten and scatter enemies.

Combat Style

Harassing skirmisher

Morale

The flock scatters if two of its members are killed.

Appearance & presence

Monster Description

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