Howler
System: Pathfinder | SRD
Howler
CR 3
XP 800
CE
Outsider (chaotic, evil, extraplanar)
Large
Init +6
;
Senses darkvision 60 ft.; Perception +13
Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 37 (5d10+10)
Fort +6
Ref +6
Will +3
Offense
Speed 60 ft.
Melee bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
Space 10 ft.
;
Reach 5 ft.
Special Attacks howl
CMB +10
CMD 22
Statistics
Str 18,
Dex 15,
Con 15,
Int 6,
Wis 14,
Cha 11
Base Atk +5
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +10 (+22 jump), Climb +12, Perception +13, Stealth +6
Languages Abyssal (cannot speak)
Special Abilities
Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers' howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Pain (Ex) Whenever a creature takes damage from a howler's quill attack or its quill defense, that creature must make a DC 14 Reflex save or a quill breaks off in its flesh, causing the target to become sickened until the quill is removed. Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.
This vile predator has a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back.