Red Howler

Red Howler

A large four legged creature stalks out from the shadows. Its yellow cat like eyes glow in the dim light. Red barbs create a deadly mane and run down its slender back. The moth parts in a growl, its white teeth stark against the black gums.

 

Red Howlers find their way into Atheles through breaks in the veil. They prowl the dark forests and wastes near where they came through. They are 8’ in length and weight in around 800 pounds. They have no language besides the growls of hunting and mating.

Red Howler

Challenge Rating: 3

Size: Large (8’)

Type: Navirite

Initiative: +7

 

Defense

Hit Points: 39 (6HD)

Armor Class: 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural)

Saves: Fort +7, Ref +8, Will +7

 

Offense

Speed: 60’

Base Attack: +6

Melee: Bite +10 melee (2d8+5  Crit 19-20)

Ranged: –

Special Attacks: Quills, howl, trip

 

Statistics

Abilities: STR 21, DEX 17, CON 15, INT 6, WIS 14, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +5, Endurance +2, Knowledge -3, Persuasion -1, Spellcraft -, Survival +2, Thievery +4

Talents: (3) Suggested: Alertness, Expanded Critical, Improved Initiative

Special Qualities: Darkvision 60’

 

Ecology

Environment: Any close to ley lines or crossings.

Organization: Solitary, Pair, Pack (3-8)

 

Treasure: None

Combat

A red howler will attack from surprise, catching its prey off guard and immediately howling to try and daze them.

 

Quills

The quills that cover the howler damage anyone who they attack or attacks them with a non reach weapon, natural weapon, or unarmed strike. The quills do 1d4 damage. If the howler is attacking, the defender only suffers the quills if the howlers attack is successful.  If someone attacks with a close weapon, they automatically get struck by the quills. Anyone struck by the quills will find them lodged into their skin. To remove the quills, it takes a DC18 survival check or another 1d4 damage will be done to the wounded.

 

Howl

 

The howler may howl as an action, which dazes any within a 15’ radius. A DC 12 Will Save will negate.

 

Trip

 

A howler often tries to trip its opponent, pulling them to the ground. They receive a +2 bonus to a trip action, and is treated as a Heroic Action using the Howlers DEX bonus. If a defender fails, they become prone that round. A howler may attack after a trip attempt, but only if it has an extra action left.

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