| Subspecies | Howler |
| Size | Large |
| Type | Outsider (Chaotic, Evil, Extraplanar) |
| Hit Dice | 6d8+12 (138 hp) |
| Speed | 60' |
| Abilities | Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8 |
| Special Qualities | Darkvision 60' |
| Environment | Infinite Layers of the Abyss |
| Organization | Solitary, gang (2-4), pack (6-10) |
| Treasure | None |
| Alignment | CE |
| Advancement | 7-9 HD (Large 11-18 HD (Huge) |
| Level Adjustment | +3 (cohort) |
| Skills |
|---|
| Climb +14, Perception +11, Stealth +10, Survival +2 (+4 following tracks) |
| Feats |
|---|
| Alertness, Combat Reflexes, Improved Initiative |
| Combat | |
|---|---|
| Initiative | +7 |
| Armor Class (AC) | AT 6 (40) [+6 base, -1 size, +3 dex]; Flat-footed 6 |
| Base Attack | +30%/+75% [+5] |
| Full Attack | Bite +50% [+5] (max Huge) - Quills +25% [+2] (max Large) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Quills, Howl |
| Saves | Fort +7, Ref +8, Will +7 |
| Description |
|---|
| Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage. Howl (Ex): A howler’s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature’s howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers’ howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based. Howler Howl: Curse - Howl; Save Will DC 12 negates; Frequency 1/hour; Effect 1 Wisdom damage; Cure 1 save. |
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