Feral Yowler (CR 5)
Medium Magical Beast
Alignment: Aways chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 7d10+56 (94 hp)
Fort +13, Ref +8, Will +4
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +11
Attack: Bite +8 melee
Full Attack: Bite +8 melee and 2 claws +3 melee
Damage: Bite 1d8+7, Claw 1d6+5 (Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Trip, yowl of fear
Abilities: Str 18, Dex 17, Con 27, Int 7, Wis 14, Cha 16
Special Qualities: fast healing 3, immunities, minor displacement
Feats: Improved Initiative; Power Attack; Stealthy
Skills: Hide +13, Listen +5, Move Silently +13, and Spot +5
Advancement: 8-14 HD (Medium); 15-21 HD (large)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or pride (6-10)
Monster Manual III
Alone feral yowler always tries to ambush its prey. When it does strike, it begins a battle with its yowl of fear, hoping to distract and weaken its foes. A feral yowler then charges into combat, relying on rapid attacks to bring prey down quickly.
A feral yowler prefers to fight using its Power Attack feat, typically taking a -3 penalty on its attack rolls and gaining a +3 bonus on damage rolls.
Trip (Ex): A feral yowler that hits with a bite attack can attempt to trip its opponent (+4 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the feral yowler.
Yowl of Fear (Su): Every 1d4 rounds, a feral yowler can let loose a wailing yowl that strikes fear into the hearts of any who hear it. All creatures within 60 feet of a feral yowler that can hear its yowl are affected. Each creature within the area must make a DC 16 Will save or be shaken for as long as it remains within the area and for 2d4 rounds after. A creature that succeeds on the saving throw is immune to that feral yowler's yowl for 24 hours. The save DC is Charisma-based.
Immunities (Ex): Feral yowlers are immune to fear, negative energy, and energy drain effects.
Minor Displacement (Su): A light-bending glamer continually surrounds a feral yowler, making it hard to surmise the creature's true location. Any melee or ranged attack directed at it has a 20% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.
Skills: A feral yowler has a +6 racial bonus on Hide checks and Move Silently checks.