Howlers attack in groups, for they are cowardly and cruel.
They prefer to charge into combat, race out, and then charge in
Quills (Ex): The howler's neck bristles with long quills.
While biting, the creature thrashes about, striking with 1d4 of
them. An opponent hit by the howler's quill attack must make
a Reflex save (DC 16) or have the quill break off in his or her
flesh. A lodged quill imposes a -1 circumstance penalty to
attacks, saves, and checks. Removing the quill deals 1d6
additional points of damage.
Howl (Ex): All beings other than outsiders that hear the
creature's howling for an hour or more are subject to its
effect, though it does not help the howler in combat. Those
within a 100-foot spread must succeed at a Will save (DC 12) or
take 1 point of temporary Wisdom damage. The save must be
repeated for each hour of exposure. This is a sonic,
mind-affecting attack; deafened creatures are not subject to it.
Training a Howler
Small and Medium-size infernal creatures such as quasits,
abyssal orcs, or even succubi sometimes use howlers as mounts or
pack animals. They are particularly useful underground. Larger
and more powerful demons use them like hunting dogs.
Training a howler requires a successful Handle Animal check
(DC 23 for a young creature, or DC 30 for an adult) and that the
creature be willing. Trainers can reduce the DC by 5 and the
rearing time by one-half by using a magic harness enchanted for
the purpose. 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 at 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.