Howling SpawnCreature 11
Source Pathfinder Lost Omens Monsters of Myth
Perception +21 (darkvision, scent (imprecise) 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
+24 (+20, +16) to hit (agile, reach 10, unarmed) 2d10+13 SlashingSpit
+23 (+18, +13) to hit 1d6 Fire + 1d6 MentalRegeneration 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 feetHowling 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. 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
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
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 SecretionThe 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
Requirements The howling spawn has a creature Grabbed
Effect The howling spawn begins to consume the creature, dealing (2d12+5) piercing damage (DC 30 fortitude save) and exposing the creature to its paralytic secretion.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.