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
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