Keen Hearing and Smell. The howler has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The howler has advantage on an attack roll against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: (2d6 + 3) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Shatter Howl (Recharge 5–6). The howler emits a glass-breaking scream in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or take (3d6) thunder damage and be deafened until the end of its next turn. On a failed save, any nonmagical glass items carried or worn (potions, flasks, lanterns, etc.) have a 25% chance of shattering.
The player rolls a d4 for every glass item in their inventory. If they roll a 1 the item shatters.
None
None
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
None
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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