Page 211 - Mordenkainen's Tome of Foes Deluxe
P. 211

HOWLER
                                                                Large fiend, chaotic evil   •
                                                                Armor Class 16 (natural armor)
                                                                Hit Points 90 (12dl0 + 24)
                                                                Speed 40 ft.

                                                                  STR     DEX    CON      INT    WIS    CHA
           HOWLER                                                17 (+3)   16 (+3)   15 (+2)   5 (-3)   20 (+5)   6 (-2)
           A far-off wail precedes the sight of a howler. Even at a   Skills Perception +8
           distance, one's mind cringes at the sound and fills with   Damage R esistances cold, fire, lightning; bludgeoning, piercing,
           horror at the realization that the noise is drawing closer.   and slashing from nonmagical attacks
           When howlers go on the prowl, courage isn't enough to   Condition Immunities frightened
           stand up against them, and even one's sanity is at risk.   Senses darkvision 60 ft.,  passive Perception 15
             Prowlers from Pandemonium. These nightmare         L anguages understands Abyssal but can't speak
                                                                Challenge 8 (3,900 XP)
           creatures, native to Pandemonium, can also be found
           on most of the Lower Planes, because of the many
                                                                P ack Tactics. A howler has advantage on attack rolls against a
           fiends that capture them and train them as war hounds.
                                                                creature if at least one of  the howler's allies is within 5 feet of
           Howlers can be domesticated, after a fashion, but they
                                                                the creature and the ally isn't incapacitated.
           respond only to brutal training during which they are
           forced to recognize the trainer as the pack's undisputed   A CTIO N S
           leader. A trained pack then follows its leader without
                                                                Multiattack. The howler makes two bite attacks.
           hesitation. Howler packs course over the battlefields of
           the Blood War and also serve evil mortals who have the   Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
           power and the savagery to command their loyalty.     one target. Hit: 10 (2d6 + 3)  piercing damage, plus 22 (4dl0)
             Brutal  Hunters. Howlers rely on speed, numbers, and   psychic damage if the target is frightened. This attack ignores
           their mind-numbing howl to corner prey before they tear   damage resistance.
           it apart. The howl floods the minds of its victims, mak-
                                                                Mind-Breaking Howl (Recharge 6). The howler emits a keening
           ing complex thought impossible. They can do little more
                                                                howl in  a 60-foot cone. Each creature in that area that isn't
           than stare in horror and stumble around the battlefield
                                                                deafened must succeed on a DC 16 Wisdom saving throw or
           in a search for safety. Any task more demanding than
                                                                be frightened until the end of  the howler's next turn. While a
           that is beyond their capability. Fiends especially prize
                                                                creature is frightened in this way, its speed is halved, and it is
           howlers for this reason, because for a few crucial mo-
                                                                incapacitated. A target that successfully saves is immune to the
           ments in a battle, their howls can neutralize an enemy's
                                                                Mind-Breaking Howl of  all howlers for the next 24 hours.
           ability to use spells and other powers.
           CHAPTER 6  I BESTIARY
  210
   206   207   208   209   210   211   212   213   214   215   216