Mordenkainen\'s Tome of Foes goodfileshare.com

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210


HOW
LER

A far-off
wail precedes the s ight of a howler. Even
at a

distance,
one's m ind cringes at the sound and fills
with

horror
at the realization that the noise is drawing
closer.

When howlers go on the
prowl, courage isn't enough to

stand up against the m,
and even one's sanity is at risk.

Prowlers from Pandemonium. These nightmare

creatures, native to Pandemonium, can also
be found

on most of the Lower
Planes, because of the many

fiends that capture
them and train them as war hounds.

Howlers can be domesticated,
after a fashion, but they

respond only to
brutal training during which they are

forced to recognize the trainer as the
pack's undisputed

leader. A trained pack then follow
s its leader without

hesitation. Howler packs course
over the battlefields of

the Blood
War and also serve evil mortals who have
the

power and
the savagery to command their loyalty.

Brutal Hunter s. Howlers
rely on speed, numbers, and

their mind-numbing howl
to corne r prey before they tear

it apart. The howl floods
the minds of its victims, mak-

ing complex thought impossible.
They can do little more

than
stare in horror and stumble around the
battlefield

in a search for safety. Any task more demanding
than

that is beyond their
capability. Fiends especially prize

howlers for this reason,
because for a few crucial mo-

ments in a battle,
their howls can neutralize an e nemy's

ability to use spells and other powers.

CHAPTER 6 I BESTIARY

HOWLER


Large fiend, chaotic
evil





Armor Class 16 (natural armor)

Hit Points 90 (12dl0 + 24)

Speed 40 ft.

STR

17 (+3)

DEX

16 (+3)

Skills Perception +8

CON

15 (+2)

INT

5 (-3)

WIS

20 (+5)

CHA

6 (-2)

Damage Resistances cold, fire
, lightning; bludgeoning, piercing,

and
slashing from nonmagical attacks

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception
15

La nguages understands Abyssal but can't
speak

Challenge 8 (3,900
XP)

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.

ACTIO N S

Multiattack. The howler makes two bi te attacks.

Rending
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,

one target.
Hit: 10 (2d6 + 3) piercing damage, plus 22
(4dl0)

psychic damage if the target
is frightened. This attack ignores

damage
resistance.

Mind-Breaki
ng Howl (Recharge 6). The howler emits a keening

howl in a 60-foot cone. Each creature
in that area t hat isn't

deafened must s ucceed 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.
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