Desert's Howl

Level 19
Creature· aberrationUniqueHugeLegacy
AC 43
HP 330 (regeneration 30 (deactivated by cold))
Speed 50 ft.
Fort +38
Ref +32
Will +29
Perc +33
Size Huge
Unique
aberrationchaoticevil
Immunities controlled, emotion, fear effects, sleep
Resistances fire 20
Weaknesses cold 15
Languages aklo, osiriani
Senses greater-darkvision, scent 120 ft. (imprecise)
Speeds 50 ft., climb 25 ft., fly 20 ft., swim 35 ft.
Skills athletics +37, intimidation +33, stealth +33, deception +31, survival +31, occultism +30
Recall Knowledge occultism DC 49

Attacks

Melee Claw +36/+32/+28(agile, reach 15 ft., unarmed)
Damage: 4d10+20 slashing
Effect: improved grab, nightmare fuel
Ranged Spit +35/+30/+25 (range 50 ft.)
Damage: 2d6 fire + 2d6 mental
Effect: paralytic secretion

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Regeneration 30 (Deactivated by Cold)defensive

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.

Aura of Agonydefensive(aura, emotion, fear, mental)

10 miles. Desert's Howl exudes a massive psychic disturbance many miles away from its location, assaulting the minds and spirits of those who dare to sleep within the unsettling bounds of its aura of agony. Creatures that attempt to rest while they're within this emanation are beset by disturbing nightmares and hallucinations, regardless of whether they're aware of Desert's Howl's presence. This restlessness causes creatures to wake up Fatigued, and they don't recover from fatigue by resting. Creatures affected by aura of agony don't reduce their Frightened condition by resting as long as they remain within the area of the aura.

Fear Scent (Precise) 120 feetdefensive

Desert's Howl can observe any frightened creatures within 120 feet using an incredibly accurate sense of psychic smell as a precise sense. However, its fear scent extends further if the creature was frightened by Desert's Howl. The taste of such a bouquet of fear in the air becomes irresistible and easy for Desert's Howl to detect, like a shark smelling blood in water. Desert's Howl can sense a creature frightened by its own fear effects as an imprecise sense at a distance of up to 1 mile away.

Frightful Presencedefensive(aura, emotion, fear, mental)

90 feet. DC 38 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 Evanescencedefensive

Frequency once per minute Trigger Desert's Howl is damaged by another creature Effect Desert's Howl bursts into a cloud of putrid smoke, ash, and nightmares, becoming Invisible and teleporting up to 100 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.

Forlorn Howl◆◆◆offensive(auditory, emotion, fear, mental)

Desert's Howl vents a long and desolate wail full of nightmares and despair. The devastating howl can be heard up to 1 mile away under the open sky. Any creature who hears it experiences a sudden sinking in its stomach and heart palpitations, its hair stands on end, and it must attempt a DC 38 will save. Critical Success The creature is unaffected and becomes temporarily immune for 1 hour. Success The creature becomes Frightened 2. Failure The creature becomes Frightened 3. Critical Failure The creature becomes Doomed 1, Frightened 4, and is Fleeing for 1 round.

Illusory Ambush◆◆offensive

Desert's Howl shimmers with illusions and devastates a foe who lost track of its position. Desert's Howl Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it's undetected, it can attempt two claw Strikes against that enemy. These attacks count toward Desert's Howl's multiple attack penalty, but the multiple attack penalty doesn't increase until after Desert's Howl makes both of these attacks. Desert's Howl remains undetected to the creature it's attacking until after resolving both of the claw attacks.

Nightmare Fueloffensive

Desert's Howl's claws are infused with some of the nightmares that make up Desert's Howl's being, and they infect victims with lasting fear, cycling their victims' fears and anxieties in a horrific loop that takes time and rest to break. A creature that takes damage from Desert's Howl's claw Strike while frightened no longer reduces its Frightened condition at the end of each turn. Instead, the creature can only decrease its frightened condition by 1 after each full night's rest or with magical effects counteracting the fear, such as Clear Mind.

Paralytic Secretionoffensive

Desert's Howl's saliva is a potent paralytic substance that drains the energy from prey. A creature hit by its spit Strike must succeed at a DC 41 fortitude save or become Drained 2 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 Feastoffensive

Requirements Desert's Howl has a creature Grabbed

Desert's Howl begins to consume the creature, dealing (2d12+15) piercing damage (DC 41 fortitude save) and exposing the creature to its paralytic secretion.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

Desert's Howl is a towering, gray abomination with a shape vaguely similar to that of a bearded man with glowing yellow eyes, long ibex horns, deadly black claws, and cloven hooves. These features have sometimes caused those who encounter it to mistake it for some kind of fiend, a fatal mistake likely to lead to their demise, as Desert's Howl is in truth a twisted aberration composed of a disgusting mix of nightmares, smoke, and ash. As such, holy water and other measures that might be effective against fiends have no effect on Desert's Howl.

According to the oral histories of the people who have survived in the Thuvian desert the longest, when Desert's Howl first appeared, it was in much the same shape but no larger than a human. Over time, its proportions lengthened and grew, as did its frightening abilities and appetite for suffering.

Given the incredible range on Desert's Howl's namesake desolate exclamation, creatures are much more likely to hear Desert's Howl than see it. Though such forewarning potentially gives distant creatures additional time to prepare to face or escape the creature, Desert's Howl enjoys the steady build-up of fear that this approach allows, potentially breaking its victims' resolve long before it even appears. Besides, a creature of its power has little to fear from travelers, or even most adventurers, regardless of how much time they have to prepare. In the end, a greater struggle just makes destroying them all the sweeter.

Traits

Chaotic
Evil