Black Howler (5e Creature)

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Black Howler[edit]

Large beast, unaligned


Armor Class 13 (natural armor)
Hit Points 73 (7d10 + 35)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 20 (+5) 2 (-4) 18 (+4) 7 (-2)

Skills Perception +5, Stealth +4
Senses passive Perception 15
Languages
Challenge 5 (1,800 XP)


Alert. The howler naturally gains +5 to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.

Boreal Camouflage. The howler has advantage on Dexterity (Stealth) made in wooded terrain.

Brute. A melee weapon deals one extra die of its damage when the howler hits with it (included in the attack).

Charge. If the howler moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

Keen Hearing and Smell. The howler has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce. If the howler moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the howler can make one bite attack against it as a bonus action.

Reckless. At the start of its turn, the howler can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the howler takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Shield Breaker. If the howler scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.

Surprise Attack. If the howler surprises a creature and hits it with an attack during the first round of combat, the target takes an extra (2d8) damage from the attack.

Sure Footed. The howler has advantage on Strength and Dexterity saving throws against being knocked prone.

Unshakeable. The howler has advantage on saving throws against being frightened or charmed.

Wounded Fury. While it has 15 hit points or less, the howler has advantage on attack rolls. In addition, it deals an extra 9 (2d8) damage to any target it hits with a melee attack.

ACTIONS

Multiattack. The howler makes two attacks: one with its bite and one with its claws. It may substitute its claws with its gore but can't use its gore and its bite against the same target.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Sudden Howl (3/Day). The howler utters a sudden, unexpected howl. Each creature within 60 feet of the howler and is aware of it must succeed a DC 15 Wisdom saving throw or become frightened for 1 minute. If the creature is unaware, it is surprised and has disadvantage on the saving throw.


http://cryptidz.wikia.com/wiki/Ozark_Howler
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Black howler; the very name sends a shiver up your spine and all throughout your bones. And the visual is even more terrifying; a black howler is a large carnivorous mammal with a boxy cougar's head, a muscular, stocky body on well muscled limbs, and a spiraling set of horns. The only thing that completes the fear inducing imagery is its eerie, unearthly howl.
Black howlers are predators that favor wooded, mountainous regions. These predators are predominantly nocturnal only adding to their eerie and mysterious nature. What people fear the most is the howl, which sounds like a mixture of the howl of a wolf and the bugle of an elk; this howl is one that sends prey into a state of fear, causing them to make irrational decisions.



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