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Howler

Large fiend, Chaotic Evil

Armor Class 16 (natural armor)

Hit Points 90 (12d10 + 24)

Speed 40 ft.

STR 17 (+3)
DEX 16 (+3)
CON 15 (+2)
INT 5 (-3)
WIS 20 (+5)
CHA 6 (-2)

Skills Perception +8

Damage Resistances cold, fire, lightning, [object Object]

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 15

Languages understands Abyssal but can't speak

Challenge 8

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.

Actions

Multiattack. The howler makes two bite attacks.

Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance.

Mind-Breaking Howl (Recharge 5–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed 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.

Source

Mordenkainen's Tome of Foes, p. 210