Howler

MapTool Token

NameHowler
Sorted NameHowler
FamilyHowler
Size and TypeLarge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice Count6
Hit Dice6d8+12 (39 hp)
Random Hit Points6d8+12 - 12
Initiative+7
Speed60 ft. (12 squares)
Armor Class17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple+6/+15
Attack

Bite +10 melee (2d8+5)

Full Attack

Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)

Space/Reach10 ft./5 ft.
Special AttacksQuills, howl
Special Qualities

Darkvision 60 ft.

SavesFort +7, Ref +8, Will +7
AbilitiesStr 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills

Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)

Feats

Alertness, Combat Reflexes, Improved Initiative

EnvironmentA chaotic-aligned plane
Challenge Rating3
Organization

Solitary, gang (2-4), or pack (6-10)

TreasureNone
AlignmentAlways chaotic evil
Advancement7-9 HD (Large); 11-18 HD (Huge)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Howler; CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

Howler

Howler
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:
6d8+12 (39 hp)
Initiative:
+7
Speed:
60 ft. (12 squares)
Armor Class:
17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+6/+15
Attack:
Bite +10 melee (2d8+5)
Full Attack:
Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Quills, howl
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +7, Ref +8, Will +7
Abilities:
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills:
Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats:
Alertness, Combat Reflexes, Improved Initiative
Environment:
A chaotic-aligned plane
Organization:
Solitary, gang (2-4), or pack (6-10)
Challenge Rating:
3
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
7-9 HD (Large); 11-18 HD (Huge)
Level Adjustment:
+3 (cohort)

Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speak-they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.

Combat

Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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): All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.

Training A Howler

Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +10 melee (2d8+5), or Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)

feats: ALERTNESS, COMBAT REFLEXES, IMPROVED INITIATIVE, ,