This creature looks like a dolphin on lizard legs. Its dark blue body is crouched, ready to strike at any moment.
Chirplick packs are dominated by the strongest female, who rules by sheer brute force. Pack size ranges from 5 to 10 members, depending upon how many young the alpha female allows to live. When a female is old enough to mate she either fights the alpha or steals off, trying to take prime males of the pack with her.
Chirplicks are found primarily in temperate grasslands and ruins, where their low profile is an advantage in stalking prey.
Medium monstrosity (mutant)
Armor Class 15 (natural armor)
Hit Points 55 (10d8+10)
Speed 60 ft., swim 20 ft., climb 15 ft.
STR | DEX | CON | INT | WIS | CHA
12 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 13 (+1) | 8 (-1)
Damage Resistances thunder
Senses passive Perception 11
Challenge 7 (2,900 XP)
Ambusher. In the first round of a combat, the chirplick has advantage on attack rolls against any creature it has surprised.
Pack Tactics. The chirplick has advantage on an attack roll against a creature if at least one of the chirplick's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the chirplick surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Intuition. The chirplick magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the chirplick can continue reading its thoughts, as long as the chirplick's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the chirplick has advantage on attacks against the target. This power does not work on creatures immune to charm.
Multiattack. The chirplick makes three attacks: one with its bite, one with its claws, and one with its tail.
Sonic Blast (Recharge 5-6). The chirplick emits a shrill, piercing beam of sound in a 40-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) thunder damage on a failed save and is deafened for 1 minute, or half as much damage on a successful one. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.