Howler

Large fiend, Chaotic Evil

Armor Class

16 (natural armor)

Hit Points

90 (12d10+24)

Speed

walk 40 ft.

Skills

Perception +8

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

frightened

Senses

darkvision 60 ft.

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 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.

Howler

Large fiend, typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

walk 40 ft.

Skills

Perception +5

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

frightened

Senses

darkvision 60 ft.

Languages

understands Abyssal but can't speak

Challenge

8

Proficiency Bonus

+3

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 Rending Bite attacks.

Rending Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.

Mind-Breaking Howl (Recharge 4-6)

The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic damage and 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.