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    Howler

    This vile predator has a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back.

    Howler CR 3

    XP 800
    CE Large outsider (chaotic, evil, extraplanar)
    Init
    +6; Senses darkvision 60 ft.; Perception +13

    DEFENSE

    AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
    hp
    37 (5d10+10)
    Fort
    +6, Ref +6, Will +3
    Defensive Abilities
    quill defense

    OFFENSE

    Speed 60 ft.
    Melee
    bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
    Space
    10 ft.; Reach 5 ft.
    Special Attacks howl

    STATISTICS

    Str 18, Dex 15, Con 15, Int 6, Wis 14, Cha 11
    Base Atk
    +5; CMB +10; CMD 22
    Feats
    Combat Reflexes, Improved Initiative, Skill Focus (Perception)
    Skills
    Acrobatics +10 (+22 jump), Climb +12, Perception +13, Stealth +6
    Languages
    Abyssal (cannot speak)

    SPECIAL ABILITIES

    Howl (Su)

    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.

    Pain (Ex)

    Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make a successful DC 14 Reflex save or one quill breaks off in its flesh, causing the target to become sickened until all embedded quills are removed.

    Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.

    Quill Defense (Ex)

    Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the howler’s quills and suffers from the howler’s pain attack.

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