Clamor

Medium aberration, unaligned

Armor Class

13 (natural armor)

Hit Points

37 (5d8 + 15)

Speed

0 ft., fly 60 ft.

STR

1 (-5)

DEX

16 (+3)

CON

16 (+3)

INT

5 (-2)

WIS

12 (+1)

CHA

17 (+3)

Damage Immunities

thunder

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Senses

darkvision 60 ft., passive Perception 11

Skills

Deception +7, Performance +7

Languages

--

Challenge

2 (450 XP)

Incorporeal Movement. The clamor can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Mimicry. The clamor can mimic any sound it has ever heard, including humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.

Natural Invisibility. The clamor is invisible.

Silence Vulnerability. If the clamor starts its turn in an area under the effect of silence, it takes 13 (3d8) force damage, and it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened, it must use its action to Dash away from the area of silence. If it begins its turn further than 60 feet away from the area of silence, it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Thunder Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) thunder damage, and the target is pushed 5 feet directly away from the clamor.

medium
aberration
cr2
tome-of-horrors