b'Fungus, Shrieker \n'b'  Family:   Fungi  \n'b'  Medium   plant ,  unaligned  \n'b'  Armor Class  5  Hit Points  13 (3d8);  Wound Threshold  4  Speed  0 m\n'b' STATS STR: 1 (-5) DEX:  1 (-5)  CON:  10 (+0)  INT:  1 (-5)  WIS:  3 (-4)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Condition Immunities   blinded ,  deafened ,  frightened   Senses  blindsight 30 ft. (blind beyond this radius), passive  Perception  6  Languages  \xe2\x80\x93  Challenge  0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the shrieker remains motionless, it is indistinguishable from a same-sized ordinary fungus (common in the Netherworld and some environments). \n'b'\n'b' REACTIONS \n'b'\n'b'  Shriek . When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker\xe2\x80\x99s turns afterward. If the leader wishes to make shriekers more potent obstacles, they can use the following option: Any creature hearing a shrieker\xe2\x80\x99s Shriek within 30 feet of it must succeed on a DC 10  Constitution  saving throw or be  deafened . This condition lasts until the creature takes a short rest. \n'b'\n'b' ABOUT \n'b' Fungi favor humid environments and don\xe2\x80\x99t require sunlight to grow. Thus, they can be encountered on the surface as well as in the Netherworld. \n'b' SPECIAL OPTION \n'b' Shriekers and violet fungi, in particular, imitate other fungi and mushrooms in their environments. By using this option, it is possible to tell them apart with a DC 20  Intelligence  ( Nature ) check. Most of the challenge lies in recognizing these creatures further than 30 feet away to avoid them sounding the alarm, in case there\xe2\x80\x99s a shrieker. \n'b' Fungus, Shrieker \n'b' Shriekers are human-sized fungi. In locations where fungi are numerous, they can go unseen except by the most vigilant observers. Their main feature, which earned them their name, is to make sound as soon as a creature comes within 30 feet. \n'b' Shrieker Farming \n'b' Shriekers can only shriek once their sporocarp has grown, and it completely silent while still in the form of mycelium. At this stage, it\xe2\x80\x99s possible to move it and plant it at a chosen location; a DC 15  Intelligence  ( Nature ) check is required to correctly handle the mycelium and plant the shrieker into a fertile substrate.\xc2\xa0It\xe2\x80\x99s common for people of the Netherworld (and elsewhere!) to adorn the surroundings of their lands with shriekers, to be notified of any trespassers. \n'b' SPECIAL OPTION \n'b' Shriekers release a large variety of sounds. By using this option, some shriekers sound the alarm in ways other than a deafening cry. They might do so with a subtly scented cloud of spores, or by using infrasound waves that only specific other creatures are capable of hearing.\xc2\xa0Therefore, intruders might have no idea their arrival has been already announced. \n'b'  Sneaking Past .\xc2\xa0Shriekers are sensitive to sound. Therefore, some harmonies can preemptively appease them. Each shrieker subspecies is susceptible to being pacified by specific sounds and melodies. Some shriekers only respond to infrasounds, whether produced by specially designed whistles or chants in Sylvan. The \xe2\x80\x9csound key\xe2\x80\x9d of a shrieker species is a well guarded secret for those using it, and properly replicating it could require a DC 15  Charisma  check (appropriate musical instrument,  Performance ) at the leader\xe2\x80\x99s discretion. A neutralized shrieker is inactive for 1 hour.'