Howler (CR 3)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +13, and Spot +13
Languages: No language (howls only)
AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +8, Will +7
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +15
Attack: Bite +10 melee
Full Attack: Bite +10 melee and 1d4 quills +5 melee
Damage: Bite 2d8+5, quill 1d4+2
Special Attacks/Actions: quills, howl
Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Feats: Alertness; Combat Reflexes; Improved Initiative
Skills: Climb +14, Hide +8, Listen +13, Move Silently +12 Search +7, Spot +13, and Survival +2 (+4 following tracks)
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Windswept Depths of Pandemonium
Organization: Solitary, gang (2-4), or pack (6-10)
Quills (Ex): The howler's neck bristles with long quills. When 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 it a Will save (DC 12) or take 1 point of temporary Wisdom damage. The save must be repeated for each bout of exposure. This is a sonic, mind-affecting attack; deafened creatures are not subject to it.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.