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Howling Fiendby Jamie Baty
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 16d8+176 (248 hp)
Initiative: +7 (+1 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 60 ft. (12 squares), fly 20 ft. (poor)
Armour Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +16/+31
Attack: Pincer +26 melee (2d6 +11)
Full Attack: 2 Pincers +26 melee (2d6 +11) and bite +24 melee (1d6 +5) and gore +24 melee (2d8 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Call other, howl, improved grab, mind power, summon
Special Qualities: Control undead, damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, flight, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 21, telepathy 100 ft., true seeing
Saves: Fort +21, Ref +11, Will +14
Abilities: Str 33, Dex 12, Con 33, Int 25, Wis 18, Cha 22
Skills: Bluff +27, Concentration +30, Diplomacy +25, Disguise +25, Hide +16, Intimidate +27, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +31, Move Silently +20, Search +26, Sense Motive +23, Spellcraft +26, Spot +31, Survival +23
Feats: Cleave, Great Cleave, Improved Initiative, Multiattack, Persuasive, Power Attack
Environment: Entropic Planes
Challenge Rating: 18
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Level Adjustment: -
Also known as the Fiery Fiend or the Four-Armed Horror, this bizarre fiend has a wolf's head with long, sharp horns, a large, muscular body, and normal human legs. It stands about 9ft tall. It has four arms: two long arms attached at its shoulders which end in crab-like pincers and two smaller human arms emerging from its chest beneath the clawed arms. These smaller arms are generally not used for combat, but may be used if the howling fiend feels they are necessary.
Howling fiends speak Abyssal, Celestial and Draconic, and are likely to know several mortal languages as well.
The forms of howling fiends are based on the glabrezu, although any creature raised to this status is given this form.
Howling fiends prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these nasty fiends attack with a vengeance. They follow a confusion attack with melee attacks or fire-based spells, hoping to finish off wounded foes quickly. They will use chaos hammer or unholy blight to quickly decimate many wounded foes at once.
Howling fiends are proficient with all simple and martial weapons, and will occasionally use them with their arms. When using weapons, the howling fiend may use its bite and pincers as secondary attacks. They do not use armour.
Call Other (Sp): Once per round, a howling fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).
Howl (Su): As a standard action, a howling fiend may make a terrifying howl. Every creature within 180ft of the howling fiend must make a Will save vs DC 26 (Cha based, +2 racial bonus) or become panicked for 3d6 rounds.
Improved Grab (Ex): If a howling fiend hits with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Mind Power (Ex): As a swift round action, a howling fiend may create a variety of spell-like effects at the expenditure of Power Points. A howling fiend possesses 200 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Howling fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A howling fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
Summon (Sp): Once per day a howling fiend can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or a glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
Control Undead (Sp): A howling fiend may command undead as if it were a 23rd level cleric. The howling fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.
Damage Reduction (Su): A howling fiend has damage reduction of 10/good. Its natural attacks and any weapons wielded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.
Enhanced Reflexes (Ex): A howling fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.
Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.
Flight (Su): A howling fiend can cease or resume flight as a free action. This ability is supernatural and it becomes ineffective in an antimagic field, and the fiend loses its ability to fly for as long as the antimagic effect persists.
Potent Magic (Ex): Unlike mortal creatures, a howling fiend can affect an immortal with its magical attacks.
Spell-like Abilities (Sp): At will
chaos hammer, confusion, dispel magic, mirror image, reverse gravity, greater teleport (self plus 50 pounds of objects only), unholy blight; 1/day
power word stun. Caster level 25th. The save DCs are Charisma-based.
Once per month, a howling fiend can fulfil a wish for a mortal humanoid. The fiend can use this ability to offer a mortal whatever he or she desires
but unless the wish is used to create pain and suffering in the world, the howling fiend demands either terrible evil acts or great sacrifice as compensation.
Telepathy (Su): A howling fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
True Seeing (Su): Howling fiends continuously use true seeing as the spell (caster level 25th).
Skills: Howling fiends have a +8 racial bonus on Listen and Spot checks.