Howler Yipper

Obojima: Tales from the Tall Grass p. 297 (Third Party)

Size
Medium
Type
humanoid (howler)
Alignment
chaotic neutral
AC
15 (natural armor)
Hit Points
22 (4d8+4)
Speed
walk 30 ft.
Skills
Perception +2
Senses
Darkvision 60 ft.
Passive Perception
10
Languages
Howler
Challenge
1/2
Lineage
Howler
STR
14
+2
DEX
13
+1
CON
12
+1
INT
6
−2
WIS
10
+0
CHA
7
−2

Traits

Proficiency Bonus

+2

Sleep Deprived

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

Actions

Chomp

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Club

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Longbow

Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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 Yippers are the bottom of the pecking order in a howler pack making them both craven and surly. Yippers spend their limited brain power bullying, stealing, and generally messing around. Most yippers work hard to curry favor with their superiors by bringing offerings and heaps of flattery, but it is in their nature to do acts of mischief and destruction, so they inevitably incur wrath and punishment from their elders.

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.