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Size & Type (subtype):Large Outsider (Chaotic, Evil)Hit Dice:6d8+12 (39)
Initiative:   +7 (+3 Dex, +4 Improved Initiative)   Speed:   60 ft.  
Armor Class:   17 (-1 size, +3 Dex, +5 natural)   Attacks:   Bite +10 melee, 1d4 quills +5 melee  
Damage:   Bite 2d8+5, quill 1d4+2   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Quills, howl   Special Qualities:     
Saving Throws  Fortitude: 7  
Reflex: 8  
Will: 7  
Abilities:   Str: 21
Dex: 17
Con: 15
Int: 6
Wis: 14
Cha: 8
Skills:   Climb +10, Hide +8, Listen +11, Move Silently +8, Search+1, Spot +11   Feats:   Alertness, Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-4), or pack (6-10)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   7-9 HD (Large); 11-18 HD (Huge)  



Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002