# Feral Yowler >[!rimg]+ > ![[Placeholder2.png]] *A hideous creature pads silently toward you on four feet, its blank white eyes f ixed 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.* <div class="grid-container"><div class="MON">Feral Yowler</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Monster Manual 3</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Medium Magical Beast **Init** +7 **Senses** darkvision 60 ft., low-light vision, scent; **Perception** +8 #### defense **AC** 17, 14 touch, 13 flat-footed (+3 Dex, +1 dodge, +3 natural) **hp** 95 (7d10+56); fast healing 3 **Fort** +13, **Refl** +8, **Will** +4 **Feint** 19, **Demoralize** 19 **Defensive Abilities** minor displacement **Immune** fear, negative energy #### offense **Speed** 50 ft. **Melee** bite +11 (1d8+4 plus trip), 2 claws +11 (1d6+4) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** yowl of fear #### statistics **Str** 18, **Dex** 17, **Con** 27, **Int** 7, **Wis** 14, **Cha** 16 **BAB** +7, **CMB** +11, **CMD** 24, **TA** +11, **RTA** +10 **Feats** [[Dodge]], [[Improved Initiative]], [[Power Attack]], [[Stealthy]] **Skills** Perception +8, Stealth +20 **Racial Modifiers** Stealth +8 **Languages** Goblin #### special abilities ### 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. ### 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 succeed at 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. #### tactics 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. #### ecology **Terrain** Temperate mountains **Organization** Solitary, pair, or pride (6–10) **Treasure** Standard **Advancement** 8–14 HD (Medium); 15–21 HD (Large) 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.