Howler (CR 4/MR 1)

This vile predator has a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back.

Mythic Howler (CR 4/MR 1)
XP 1,200
Pathfinder Roleplaying Game Bestiary 2
CE Large outsider (chaotic, evil, extraplanar, mythic)
Init +7MF; Senses darkvision 60 ft.; Perception+13


AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
hp 47 (5d10+20)
Fort +6, Ref +6, Will +3
Defensive Abilities quill defense; DR 5/epic


Speed 60 ft.
Melee bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
Space 10 ft.; Reach 5 ft.
Special Attacks howl (DC 14), maddening quillsMA (DC 14), pain (DC 14), sanity vampireMA


Str 18, Dex 15, Con 15, Int 6, Wis 14, Cha 11
Base Atk +5; CMB +10; CMD 22
Feats Combat Reflexes, Improved InitiativeMF, Skill Focus (Perception)
Skills Acrobatics +10 (+22 jump), Climb +12, Perception +13, Stealth +6
Languages Abyssal


Environment any (Abyss)
Organization solitary or pack (1 mythic howler, 2-4 howlers)
Treasure incidental

Special Abilities

Howl (Su) A mythic howler’s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling mythic howler must succeed on a DC 14 Will save or become cursed by the creature’s howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers’ howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based and includes a +2 racial bonus.

Howler Howl: Curse—howl; save Will DC 14 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.

Maddening Quills (Su) Each round a mythic howler’s quill remains inside a victim, the victim must succeed on a DC 14 Will save or take 2 points of Wisdom damage. A victim impaled by multiple quills must make a separate save for each quill. This is a mind-affecting insanity effect. The save DC is Charisma-based and includes a +2 racial bonus.

Pain (Ex) Whenever a creature takes damage from a mythic howler’s quill attack or its quill defense, that creature must make a successful DC 14 Reflex save or one quill breaks off in its flesh, causing the target to become sickened until all embedded quills are removed. Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.

Quill Defense (Ex) Any creature that strikes a mythic howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the mythic howler’s quills and suffers from the mythic howler’s pain attack.

Sanity Vampire (Su) A mythic howler gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) for each point of Wisdom damage its opponents take from either its howl or maddening quills special attacks. Additionally, when a mythic howler gains temporary hit points in this fashion, it can spend 1 use of mythic power as a free action to gain the effects of a haste spell for 10 rounds.

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