Howler of The Hill

Large aberration, neutral evil

Armor Class 18 (natural armor)
Hit Points 178 (21d10 + 63)
Speed 50 ft., climb 30 ft.

17 (+3) 22 (+6) 16 (+3) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Int +8, Wis +9, Cha +9
Skills Athletics +8, Intimidation +9, Perception +9, Stealth +11
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 19
Languages understands Abyssal, Common, Infernal, and Void Speech but can’t speak, telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5


  • Hungry Void Traveler. The howler of the hill doesn’t require air, drink, or sleep.
  • Inscrutable. The howler is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the howler’s intentions or sincerity have disadvantage.


  • Multiattack. The howler of the hill uses Gloaming Howl. It then makes three Claw or Psychic Bolt attacks.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) psychic damage.
  • Psychic Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (5d8 + 4) psychic damage.
  • Gloaming Howl. The howler emits a magical howl that changes in melody and frequency, depending on the light surrounding the howler. Each creature of the howler’s choice that is within 120 feet of it and can hear the howl must succeed on a DC 18 Wisdom saving throw or succumb to the effects of one of the following howls. If a creature’s saving throw is successful or the howl’s effect ends for it, the creature is immune to that particular howl for the next 24 hours.
  • Bright Howl. When the howler is in bright light, each target that fails the saving throw is incapacitated until the end of its next turn.
  • Dim Howl. When the howler is in dim light, each target that fails the saving throw is stunned until the end of its next turn.
  • Dark Howl. When the howler is in darkness, each target that fails the saving throw drops whatever it is holding and is paralyzed with fear for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Otherworldly Hunter. The howler can transport itself to a different plane of existence. This works like the plane shift spell, except the howler can affect only itself and can’t use this action to banish an unwilling creature to another plane.


While its body is distinctly feline, the creature’s slender, articulated paws are all wrong, more like the paws of a rat with oversized, razor-sharp claws. The howler of the hill is a powerful extraplanar predator from unseen corners of the Void. Fiendishly cunning and monstrously feral, it haunts locales of occult significance or arcane power. The howler of the hill can be described as a gruesome mélange of great cat and rodent, with a humanoid face and a forked prehensile tail. Its entire odious form is covered in a hairless, rubbery skin.

Summoner’s Bane. The first howler of the hill was the result of an eldritch conjuration gone wrong, and indeed it loves to exact revenge upon headstrong diabolists and summoners who delve too deeply into forbidden lore. Its innate supernatural ability to shift between worlds makes the howler of the hill a troublesome creature to kill or capture.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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