Medium aberration, unaligned

Armor Class 13
Hit Points 37 (5d8 + 15)
Speed 0 ft., fly 60 ft.

1 (-5) 16 (+3) 16 (+3) 5 (-2) 12 (+1) 17 (+3)

Skills Deception +7, Performance +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 11
Challenge 2 (450 XP)

Special Traits

  • 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.


  • 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.


A series of garbled voices, clicks, grinding noises, and other less discernible sounds seem to emanate from empty air, with no obvious point of origin.

Clamors have a playful kind of intelligence, and they appear to desire communication. Being able to mimic any sound they have ever encountered, clamors wander the Material Plane emitting a nonsensical cacophony of voices, crashes, clicks, roars, and music. Since they are usually invisible, most adventurers that encounter a clamor walk away from the creature without ever having realized that they had met one. Many a sentry on duty has heard only his own voice in response to what he thought was someone walking around out in the darkness; what he really heard was a clamor trying to talk to him.

Bards are fascinated by these odd creatures, and many a bard has gained a clamor as a companion of sorts. They have intelligence and can be trained. A bard of at least 5th level that has had prior contact with a clamor is capable of communicating with these creatures on a rudimentary basis. The intelligence of a clamor is just barely above that of a small child, so complex communication is out of reach.

Clamors tend to keep at a distance, emitting random noises and “playing back” any interesting sound made by the creatures they are observing. Once provoked to attack, clamors strike at their foes with sonis blasts.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb