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Howler - CR: 3
SubspeciesHowler
SizeLarge
TypeOutsider (Chaotic, Evil, Extraplanar)
Hit Dice6d8+12 (138 hp)
Speed60'
AbilitiesStr 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Special QualitiesDarkvision 60'
EnvironmentInfinite Layers of the Abyss
OrganizationSolitary, gang (2-4), pack (6-10)
TreasureNone
AlignmentCE
Advancement7-9 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 AttackBite +50% [+5] (max Huge) - Quills +25% [+2] (max Large)
Space/Reach10 ft./5 ft.
Special AttacksQuills, Howl
SavesFort +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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