Monster
Howler
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 16 (natural armor)
- Hit points
- 90 (12d10 + 24)
- Speed
- Walk 40 ft.
- Challenge rating
- 8
- Alignment
- Chaotic Evil
- Strength
- 17
- Dexterity
- 16
- Constitution
- 15
- Intelligence
- 5
- Wisdom
- 20
- Charisma
- 6
- Passive Perception
- 15
- Skills
- perception: +8
- Senses
- darkvision 60 ft.
- Languages
- understands Abyssal but can't speak
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- frightened
Traits
Pack Tactics
A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack
The howler makes two bite attacks.
Rending Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 6)
The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.