My dungeon will be filled with screaming freaks. The players will hear them coming. The players will have nowhere to run. They will fall from the ceiling, and they will feed.
No. Enc: 2d6 (5d8)
Movement: 120' (40')
Climb: 60’ (20’)
Armor Class: 7
Hit Dice: 1
Hoard Class: XX
These degenerate humanoids may have had human ancestors in the distant past, but they bear only slight resemblance in the current day. They are pigmentless albinos, entirely eyeless, with massive pointed ears, mouths full of fangs, and claws on their hands and feet. Both males and females may be encountered in a group, and both are equally vicious. They do not wear clothing, and attack with their filthy claws.
The screechmen use echolocation to find their prey. Rather than the quiet clicks of bats, the screechmen issue horrible screams at regular intervals. It is thus virtually impossible to be surprised by a screechman.
On the flip side, these screams are letting the screechmen know about the party’s presence, so it is impossible to surprise a screaming screechman. It is also incredibly hard to escape a screechman hunting party, as their screams allow them to “see” as far as 120’.
A silence spell will effectively blind a screechman, giving them a -4 penalty to hit.
These creatures can crawl on walls and ceilings at half their normal movement rate.
Screechmen do collect treasure in their lair, as they greatly enjoy hearing the clink of coin against coin.