Large fiend, Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 90 (12d10 + 24) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 15 (+2) | 5 (-3) | 14 (+2) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | understands Abyssal but can't speak |
| Challenge | 8 |
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.
The howler makes two Rending Bite attacks.
Melee Attack Roll: +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.
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.
Large fiend, Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 90 (12d10 + 24) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 15 (+2) | 5 (-3) | 20 (+5) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | understands Abyssal but can't speak |
| Challenge | 8 |
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.
The howler makes two bite attacks.
Melee Attack Roll: +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.
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.