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Howling SpawnCreature 11


RareCELargeAberration
Source Pathfinder Lost Omens: Monsters of Myth
Perception +21 (darkvision, fear scent 60 feet)
Languages Aklo
Skills Athletics +22, Deception +19, Intimidation +23, Stealth +21, Survival +19
Str +7, Dex +6, Con +7, Int +3, Wis +4, Cha +3

AC 31; Fort +24; Reflex +21; Will +18;
HP 175 (regeneration 20 (deactivated by cold)
Speed 35 feet (climb 20 feet, fly 15 feet, swim 30 feet)
Immunities emotion, fear effects
Weaknesses Cold 10
Resistances Fire 15

Claw One Action +24 (+20, +16) to hit (agile, reach 10) 2d10+13 Slashing
Spit One Action +23 (+18, +13) to hit (range 30) 1d6 Fire + 1d6 Mental

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Regeneration 20 (Deactivated by Cold)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Fear Scent (Precise) 60 feet

Howling spawn can sense frightened creatures within 60 feet, using an incredibly accurate sense of psychic smell as a precise sense.

Frightful Presence (aura, emotion, fear, mental)

60 feet Aura DC 27 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Putrid Evanescence Reaction

Frequency once per hour

Trigger The howling spawn is damaged by another creature


Effect The howling spawn bursts into a cloud of putrid smoke, ash, and nightmares, becoming Invisible and teleporting up to 30 feet away to an unoccupied space it can see. It remains invisible until the end of its next turn or until it uses a hostile action, whichever comes first.

Illusory Ambush Two Actions

The howling spawn shimmers with illusions and devastates a foe who lost track of its position. It Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it is undetected, it can attempt two claw Strikes against that enemy. The howling spawn remains undetected to the creature it's attacking until after resolving both of the claw attacks.

Paralytic Secretion

The howling spawn's saliva is a potent paralytic substance that drains the energy from its prey. A creature hit by its spit Strike must succeed at a DC 30 fortitude save or become Drained 1 as well as Paralyzed for 1 round. If the target was already drained, it instead increases the condition's value by 1, to a maximum of drained 4.

Profane Feast One Action

Requirements The howling spawn has a creature Grabbed


Effect The howling spawn begins to consume the creature, dealing 2d12+5 piercing damage (DC 30 basic fortitude save) and exposing the creature to its paralytic secretion.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Innate Occult Spells (DC 27, +19 to hit)

2nd Level: Invisibility (Self Only), Mirror Image
4th Level: Dimension Door, Hallucinatory Terrain
5th Level: Hallucination


While Desert's Howl is presumed to be unique, given its inexplicable origin, there have been reports of creatures resembling Desert's Howl that stalk the sands of Thuvia. Though quite similar to the descriptions of Desert's Howl, they seem to be individuals who haven't yet fully completed their transformation into the terrifying beast. Whether these unfortunate people met a cruel fate similar to that which spawned Desert's Howl or are spawn of the nightmarish creature itself is unclear. Some reports of encounters with these creatures note that it's possible to revert the creature back to its humanoid form by cleansing its mind of nightmarish visions, though there's no solid evidence of such an event ever occurring.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.