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 (-2)
WIS
20 (+5)
CHA
6 (-2)
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 15
Skills
Perception +8
Languages
understands Abyssal but can't speak
Challenge
8 (3900 XP)
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.