Feral Yowler

Medium Magical Beast
Hit Dice: 7d10+56 (94 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+11
Attack: Bite +11 melee (1d8+7)
Full Attack: Bite +11 melee (1d8+7) and 2 claws +6 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, yowl of fear
Special Qualities: Darkvision 60 ft., fast healing 3, immunities, low-light vision, minor displacement, scent
Saves: Fort +13, Ref +8, Will +4
Abilities: Str 18, Dex 17, Con 27, Int 7, Wis 14, Cha 16
Skills: Hide +13, Listen +5, Move Silently +13, Spot +5; racial bonuses
Feats: Improved Initiative, Power Attack, Stealthy
Environment: Temperate mountains
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8–14 HD (Medium); 15–21 HD (Large) ♊
Level Adjustment: —

A hideous creature pads silently toward you on four feet, its blank white eyes fixed in your direction. Patchy fur covers its shrunken, unhealthy black skin only in places, and open sores dot its hide. A feral, narrow, catlike head swings low to the ground, and you see a long, emaciated tail shifting behind the creature as it walks.

Feral yowlers are the result of extreme experiments in necromantic magic gone awry. Whether originally spawned from displacer beasts, panthers, or concocted from no known beast, the first feral yowlers were warped and twisted by massive amounts of magical energy. Because of these experiments, they not only developed an immunity to necromantic magic, they also gained the abilities that make them such deadly and efficient killers. Feral yowlers are ruthless predators, hunting not only for fun but also for the thrill of the kill.

A feral yowler measures about 7 feet long and weighs roughly 400 pounds. While they love to yowl, feral yowlers do not actually speak, though some learn to recognize a few simple words of Goblin.

Combat

A lone feral yowler always tries to ambush its prey. When it does strike, it begins a battle with its yowl of fear, hoping to distract and weaken its foes. A feral yowler then charges into combat, relying on rapid attacks to bring prey down quickly.

A feral yowler prefers to fight using its Power Attack feat, typically taking a −3 penalty on its attack rolls and gaining a +3 bonus on damage rolls.

Trip (Ex): A feral yowler that hits with a bite attack can attempt to trip its opponent (+5 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the feral yowler.

Yowl of Fear (Su): Every 1d4 rounds, a feral yowler can let loose a wailing yowl that strikes fear into the hearts of any who hear it. All creatures within 60 feet of a feral yowler that can hear its yowl are affected. Each creature within the area must make a DC 16 Will save or be shaken for as long as it remains within the area and for 2d4 rounds after. A creature that succeeds on the saving throw is immune to that feral yowler’s yowl for 24 hours. The save DC is Charisma-based.

Immunities (Ex): Feral yowlers are immune to fear, negative energy, and energy drain effects.

Minor Displacement (Su): A light-bending glamer continually surrounds a feral yowler, making it hard to surmise the creature’s true location. Any melee or ranged attack directed at it has a 20% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect.

Skills: A feral yowler has a +6 racial bonus on Hide checks and Move Silently checks.

Feral Yowlers in Eberron

Feral yowlers roam the Labyrinth, a maze of canyons and fissures that scars the landscape of the Demon Wastes. They also inhabit forlorn ruins and dungeons throughout Khorvaire, occasionally striking up alliances with goblinoid warlords in exchange for treasure or fresh food.

Source: Monster Manual III, page 51.