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Medium fiend (demon), chaotic evil

12 (+1) 11 (+0) 14 (+2) 9 (-1) 8 (-1) 5 (-3)

Armor Class 13 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Skills Athletics +3, Perception +1, Survival +1
Senses passive Perception 11
Languages Infernal
Challenge 1/2 (100 XP)

Special Traits

  • Keen Smell. The feral has advantage on Wisdom (Perception) checks that rely on smell.
  • Packmind. When a feral succeeds at a Perception check, all pack mates within 1 mile are considered to have succeeded at the same check.
  • Packsoul. When a feral dies, remaining members of the pack gain 4 temporary hit points, and these points are cumulative with any previous temporary hit points. For every three ferals that die, the survivors gain a +1 bonus to all attack rolls, damage, saving throws, ability checks, and saving throw DCs.
  • Thrill of the Hunt. When the feral takes the Dash action, scores a critical hit, or reduces an enemy to 0 hit points it can howl as a bonus action.


  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  • Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
  • Howl. Each creature within 60 ft. of the feral who can hear, and isn’t already frightened of the pack, must make a DC 10 Wisdom saving throw or become frightened of the pack until the end of its next turn. On a result of 20 or higher the creature is immune to this effect for the next 24 hours.


Feral ‘tactics’ aren’t recognizable as such: they mostly just swarm over anything in their path and attack the nearest creature that isn’t a pack mate. If out of combat range they will often howl while closing.


Sundered Soul. Chosen from the most brutish souls that make their way into an abyssal caldera, a single soul is splintered into as many as sixteen parts, and from those a pack of ferals is formed. Forever bound to each other, if any of its members are destroyed, their vital energy simply flows back into the remaining pack members to make them stronger.

Collective Consciousness. A pack of ferals operates with one mind. All ferals of a pack who are within a mile of each other remain in constant telepathic and sensory communication: if one is aware of something, they all are.

With horrible tusks and cloven hooves, the hulking man-beast strides forward, its wickedly jagged spear at the ready. A nearby howl signals the arrival of the rest of its pack.

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