[top]HOWLER

CR 3
HP 39, hd6d8+12
AC 17 (?1 size, +3 Dex, +5 natural), touch 12, flat-fooded 14
Fort +7, Ref +8, Will +7
Speed 60 ft. (12 squares)
Initiative +7
Spot , Listen
Standard attacks
BAB +6, Grapple +15
Attacks
Full attack: Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
Special Attacks/Qualities
Quills, howl
Darkvision 60 ft.
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
Str 21
Con 15
Dex 17
Int 6
Wis 14
Cha 8
Alignment Always chaotic evil,
Environment A chaotic-aligned plane,
Organisation Solitary, gang (2?4), or pack (6?10)


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.

[top]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.

[top]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.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

Tags for this Page

Bookmarks

Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.