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Howling Abomination

Huge fiend (titanspawn), chaotic evil

Armor Class 14 (natural armor)
Hit Points 256 (19d12 + 133) Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 24 (+7) 12 (+1) 11 (+0) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses blindsense 60 ft., darkvision 60 ft.; passive Perception 10
Languages Infernal, Primordial, Titan Speech (can’t speak)
Challenge 11 (7,200 XP)

Special Traits

  • Blink. The howling abomination shifts constantly in and out of phase, as if under the effects of a permanent blink spell.
  • Death Warp. When the howling abomination is slain, the spatial distortion that surrounds it collapses violently, creating a concussive burst. Creatures within 30 feet of the abomination must make a DC 19 Dexterity saving throw or be hurled 10 feet away from the howling abomination and take 35 (10d6) points of thunder damage, or half that amount on a successful save.
  • Magic Weapons. The howling abomination’s weapon attacks are magical.

Actions

  • Multiattack. The howling abomination can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tentacles.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic damage.
  • Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
  • Frightful Screeching. Each creature of the howling abomination’s choice that is within 90 feet of the abomination and can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the howling abomination’s Frightful Screeching for the next 24 hours.

About

Howling abominations derive their name from the wild screeches and ululations that emerge from the churning mass when it grows agitated. The abomination itself is unstable and incapable of existing on the material plane for more than brief moments at a time, constantly shifting in and out of phase.

Collectively, howling abominations seem to operate under the control of a single malevolent intelligence that guides them all equally. While they are intelligent, they show no desire to communicate with other beings.

They prefer to attack by surprise, targeting clerics and other spellcasters first if able. If outmatched, the abomination tries to flee, but if the encounter was nearly even, it may shadow its prey for some time to see if another opportunity presents itself.

The true size and shape of a howling abomination cannot easily be determined (if it is indeed a singular creature), but the distortion that marks its presence is quite large, sitting roughly 5 to 10 feet above the ground. There, a roiling distortion in space sprouts tentacles and the jaws and mandibles of numerous large, predatory creatures.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb