Hellshrieker Hellshrieker This manifested dream is a wretched thing. A writhing mass of tendrils wrapped around a gaping, constantly screaming mouth, it looks miserable and feels even worse. Its scream carries with it a shard of the creature’s agony, and that magic tears at the minds of creatures that can hear it, driving them to flee from the creature to escape that pain. Fortunately, it is another slower, weaker dream, and as such even inexperienced dream hunters can handle one. Unfortunately, they tend to gather in groups, drawn together by their shared agony. They dislike open spaces, getting agoraphobic if they can’t sense walls and a ceiling with their short range echolocation. As such, they typically congregate in houses or caverns, screaming senselessly until destroyed. The surrounding area quickly empties of other creatures.
On their own, hellshriekers are rarely aggressive, but the hellbred commander Ekkyon Wayfarer will gather them and use them to guard flanks and secure areas, relying on their mind-raking screams to fend off attacks while other hellbred push forward.
If you’re not using manifested dreams, the hellshrieker is well suited as a minor demon, alongside the dretch. You could also keep it an aberration and either keep or drop its duel typing. I can see beholders or mind flayers or something making this thing to guard narrow tunnels, or to serenade them to peaceful rests with its agony. Originally from the Dreamblade base set.
5th Edition
Hellshrieker Small aberration (hellbred), unaligned Armor Class 8 Hit Points 65 (10d6 + 30) Speed 20 ft. Str 15 (+2) Dex 6 (-2) Con 17 (+3) Int 5 (-3) Wis 10 (+0) Cha 15 (+2) Skills Intimidation +6 Senses blindsight 45 ft. (blind beyond this radius) passive Perception 10 Languages – Challenge 1 (200 XP) Hellbred. The hellshrieker is treated as a fiend as well as an aberration. Screaming Agony. The hellshrieker constantly wails and screams a magical projection of its suffering. Each creature that ends its turn within 20 feet of the hellshriker and can hear it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of its next turn, and must use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obvious dangerous ground, such as a fire or a pit. If a creature’s saving throw is successful, the creature is immune to the Screaming Agony of all hellshriekers for the next hour. Tangle. When a creature hits the hellshrieker with a melee weapon attack, it must succeed on a DC 13 Strength saving throw, or the weapon becomes stuck to the hellshrieker’s body. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.
13th Age
Hellshrieker 1st level spoiler [aberration] Initiative: +1 Agonizing Maw +5 vs. AC – 5 damage. Natural Even Hit: The hellshrieker uses shriek of agony as a free action. [Special Trigger] C: Shriek of Agony +6 vs. MD (1d3 nearby enemies) – The target pops free from all enemies and moves away from the hellshrieker. It doesn’t move into dangerous terrain. Natural 16+: The target also takes 2 ongoing psychic damage, is dazed, and can’t use the escalation die (save ends all). Blindsight: The hellshrieker is immune to illusions and invisibility, but can’t see creatures far away from it. Such a creature gains a +4 to attack rolls against the hellshrieker. Tangle Melee Weapons: When an enemy hits the hellshrieker with a melee attack, it must make a saving throw. On a failure, the target must choose between being grabbed by the hellshrieker or reducing its melee weapon attack damage by one die size until the end of the battle (d10 to d8, and so on, minimum d4). AC 15 PD 14 MD 14 HP 32

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