Howler


Larger than a man, with massive arms, a jutting jaw full of teeth and great shocks of rough orange brown hair, the Howler is a fearsome sight. Its most striking feature, however, is the vivid coloration of the armour and which covers its chest and stomach. These are tough plates of keratinized hair, similar to those of the Dyrewolf or Carnater. The standard tactic of the Howler is to grasp its prey and crush it against its chest, and then rend it with its sharp talons. The Howler is dreaded by the tribesmen of Kesh and the Sidamo, since to its formidable physical armoury it adds a savage nature and a devilish cunning. Howlers are intelligent enough to drive prey into cul-de-sacs or rough terrain and they are capable of using natural weapons. Many victims have fled a Howler only to be trapped in a narrow ravine and pelted with boulders from above. They gain their name from the high-pitched howling that they use to panic prey or to communicate among themselves, which can be heard for miles. Howlers are social, gathering in packs of up 20 or 30 individuals and such bands have even been known to raid human villages or ambush groups of travellers.

STR

20

+20

DEX

15

+15

CON

15

+10

BOD

13

+6

INT

6

-4

EGO

9

-2

PRE

13

+3

COM

10

PD

5

+1

ED

4

+1

SPD

3

+5

REC

7

END

30

STUN

31

Total

55

OCV

5

DCV

5

ECV

3

POWERS

12

1d6 HKA, reduced penetration (bite/claws)

7

Armour 4 PD/2ED, act 14-

6

+10 PRE only to create fear (-1/2), only when howling (-1/4)

13

Concealment (11-), Stealth (13-), Climbing (13-)

6

+2 with hearing and smell perception

44

Total powers and skills

99

Total creature cost

50+

DISADVANTAGES

25

Distinctive features - (not concealable, extreme reaction)

10

Hunted 8- (by hunters, of course!)

14

Howling and hooting bonus