Frequency: Uncommon
No. Appearing: 2-4
Armor Class: 3
Move: 40’
Hit Dice: 8d8+24 (60 HP)
% In Lair: 85%
Treasure Type: Q
Attacks: 2 (shrill blast and bite or 2 claws)
Damage: 1d8+3 and 2d4 Necrotic Bite / 1d6+4 Claw / 1d6+4 Claw
Special Attacks: Bloodthirsty Cry / +4 to hit
Special Defenses: Automatically rise as undead
Magic Resistance: Standard
Intelligence: Highly Intelligent
Alignment: Chaotic Evil
Size: M (6’)
Psionic Ability: Nil
Level / X.P. Value: IV / 900 + 14 per HP + 450 SAXPB

The most striking feature of the Shrilloks is their long and pointed ears, reaching upwards towards the heavens. Sharp and keen, these appendages are perfectly designed to capture the faintest whisper and echo, enabling them to navigate the darkness with ease. The ears add an eerie silhouette to their overall appearance, framing their face with an otherworldly edge.
Their foreheads are pronounced, extending slightly forward, giving a subtly menacing aspect to their visage. The Shrilloks’ eyes, penetrating and filled with an unquenchable hunger, contain a haunting luminescence that glimmers like moonlit sapphires, captivated by an insatiable desire to quench their bloodlust.
Once they are engaged in combat, the true terror of the Shrilloks is unleashed. With a chilling cry that pierces the silence, their voices carry both a supernatural intensity and an agonizing shrillness. This cry possesses the sinister ability to deafen adversaries temporarily, leaving them vulnerable and disoriented in the face of the Shrilloks’ deadly assault.
These fearsome creatures possess a predatory intelligence combined with their supernatural attributes, making them formidable foes to any who dare to challenge them.
When a Shrillok dies it will automatically rise as undead. As an undead they are turned as a vampire.
Special Abilities:
- Bloodthirsty Cry: Once per day, as an action, the Shrillok emits a piercing shriek that affects all creatures within a 30-foot radius. Affected creatures must make a DC 15 Constitution saving throw or be stunned for 1 minute. Additionally, any creature that fails the saving throw is deafened for 1d4 rounds.
- Blood Drain: If the Shrillok successfully grapples a creature, it can drain the creature’s blood, dealing 2d6 necrotic damage and healing itself by the same amount.