Howler Snarler

Obojima: Tales from the Tall Grass p. 298 (Third Party)

Size
Medium
Type
humanoid (howler)
Alignment
chaotic neutral
AC
15 (natural armor)
Hit Points
44 (8d8+8)
Speed
walk 30 ft.
Senses
Darkvision 60 ft.
Passive Perception
10
Languages
Howler
Challenge
2
Lineage
Howler
STR
17
+3
DEX
14
+2
CON
13
+1
INT
8
−1
WIS
11
+0
CHA
9
−1

Traits

Proficiency Bonus

+2

Lead by Example

If the Howler hits a creature with its first attack on its turn, it can forgo its second attack to bolster its allies. Each friendly creature that saw the Howler make the attack gains a +2 bonus to its attack rolls until the end of its next turn.

Sleep Deprived

The Howler has advantage on saving throws against being charmed or magically put to sleep

Actions

Multiattack

The Howler makes two attacks: either one with its Chomp and one with its Club, or two with its Longbow.

Chomp

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Club

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Regroup

Each friendly creature within 20 feet of the Howler can move up to half its speed without provoking opportunity attacks

Reactions

Discouraging Chuckle

When a creature misses the howler with an attack, the howler must release a gut curling bout of laughter, provided it has its reaction available. The next time the attacker makes an attack roll or ability check before the end of its next turn, it must roll a d4 and subtract the number rolled from the total.

Other data

description

Howler Snarlers are often the leaders of howler packs due to their great strength and keen intellect but they are also the ones most susceptible to flattery and greed. A snarler's day is spent showing the clan just how much of a snarler they are-bossing other howlers around, making big barking sounds, and leading raids to get food and loot. A snarler's life is usually short, often ending in betrayal at the hands of the next snarler or failure of a grandiose stunt.

Howlers: Howlers are monsters, and if there's one thing in all of Obojima that gives villagers the most grief and worry, it's howlers. They're responsible for more raids on farmhouses, stolen livestock, and pillaged wagons than any other creature on Obojima. Howlers are fairly large, hyena-like humanoids that live in endlessly squabbling packs led by the most crafty or the most combative among them. Most of the howler population live in burrows and dens throughout the Gale Fields, but there are small gangs that live in the wildernesses all across Obojima.

Howler Worldview: Howlers generally see the rest of the world as resources to be taken or a toy to be played with. They have little empathy, which is why they don't see an issue with taking something they want, even if that means robbing and stealing to get it. Their main desires are food, territory, and trophies to impress their pack and their leader, known as "snarlers" Howlers sleep when their snarler does, and even then it's only for a few hours a day, so they are almost always active in seeking whatever will get them more favor and status within the group. A howler clan can be a mix of scheming, toadying, raucous, and indifferent, with brief bursts of showboating from their snarler to establish dominance.

Rogue Howler: Not every howler belongs to a pack, and these "rogue" howlers are among the most aggressive and dangerous and are often the ones that cause concern among villages.

Public Enemy: Most Obojimans know of howlers and it is one of the reasons why villagers take at least some instruction from the sword schools or resident fighters so that they can defend their crops, livestock, and merchandise. Despite the warnings, there are always those who believe howlers are misunderstood and just need a hug, but more often than not, they come back from their missions of mercy missing teeth or not at all.