210
HOW
LERA far-off
wail precedes the s ight of a howler. Even
at adistance,
one's m ind cringes at the sound and fills
withhorror
at the realization that the noise is drawing
closer.When howlers go on the
prowl, courage isn't enough tostand up against the m,
and even one's sanity is at risk.Prowlers from Pandemonium. These nightmarecreatures, native to Pandemonium, can also
be foundon most of the Lower
Planes, because of the manyfiends that capture
them and train them as war hounds.Howlers can be domesticated,
after a fashion, but theyrespond only to
brutal training during which they areforced to recognize the trainer as the
pack's undisputedleader. A trained pack then follow
s its leader withouthesitation. Howler packs course
over the battlefields ofthe Blood
War and also serve evil mortals who have
thepower and
the savagery to command their loyalty.Brutal Hunter s. Howlers
rely on speed, numbers, andtheir mind-numbing howl
to corne r prey before they tearit apart. The howl floods
the minds of its victims, mak-ing complex thought impossible.
They can do little morethan
stare in horror and stumble around the
battlefieldin a search for safety. Any task more demanding
thanthat is beyond their
capability. Fiends especially prizehowlers for this reason,
because for a few crucial mo-ments in a battle,
their howls can neutralize an e nemy'sability to use spells and other powers.CHAPTER 6 I BESTIARYHOWLER
Large fiend, chaotic
evilArmor Class 16 (natural armor)Hit Points 90 (12dl0 + 24)Speed 40 ft.STR17 (+3)DEX16 (+3)Skills Perception +8CON15 (+2)INT5 (-3)WIS20 (+5)CHA6 (-2)Damage Resistances cold, fire
, lightning; bludgeoning, piercing,and
slashing from nonmagical attacksCondition Immunities frightenedSenses darkvision 60 ft., passive Perception
15La nguages understands Abyssal but can't
speakChallenge 8 (3,900
XP)Pack Tactics. A howler has advantage
on attack rolls against acreature
if at least one of the howler's allies is within
5 feet ofthe creature and the ally isn't
incapacitated.ACTIO N SMultiattack. 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 ignoresdamage
resistance.Mind-Breaki
ng Howl (Recharge 6). The howler emits a keeninghowl in a 60-foot cone. Each creature
in that area t hat isn'tdeafened must s ucceed on a
DC 16 Wisdom saving throw orbe
frightened until the end of the howler's next turn.
While acreature is frightened in
this way, its speed is halved, and it isincapacitated. A target that successfully saves
is immune to theMind-Breaking Howl of all howlers for the
next 24 hours.