Encounters: The Upperdark (Underground, Settled)

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: quills, howl

Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Special Qualities:
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)
Treasure: None

Source: Monster Manual

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.

Underdark Encounters