Pale Howler
A powerful, ghostly-coated wolf bred in the frozen wastes to hunt silently and kill quickly. Bred by snowborn tribes and feared by mountain raiders, it is as much shadow as flesh.
Special Traits
Snow Camouflage
While in snowy or icy terrain, the Pale Howler has advantage on Dexterity (Stealth) checks to hide and cannot be tracked by non-magical means unless it chooses to leave a trail.
Bleeding Bite
When the Pale Howler hits a creature with a Bite, the target must succeed on a DC 14 Constitution saving throw or begin bleeding.
- A bleeding creature takes 1d6 necrotic damage at the start of its turns for up to 1 minute or until it receives healing or a successful DC 10 Medicine check.
- A creature already bleeding cannot be affected again by this trait until healed.
Hunter’s Scent
The Pale Howler can track any creature it has smelled within the past 24 hours with Advantage on Survival checks, even across planar boundaries (but not through teleportation or magic concealment).
- Once per day, it may cast Locate Creature (smell-based only).
Ghost Tread (1/Short Rest)
As a bonus action, the Pale Howler may become semi-ethereal for 1 round:
- It can move through nonmagical difficult terrain without penalty
- Becomes lightly obscured
- Gains advantage on Stealth checks and resistance to non-magical bludgeoning, piercing, and slashing
Instinctive Coordination (Mount Bond Level 2+)
While mounted by a bonded rider, the Howler may:
- Take the Hide action as a bonus action if the rider uses the Attack or Ready action
- Use its reaction to intercept one melee attack targeting the rider (impose disadvantage)
Actions
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft, one target
Hit: 2d10 + 4 piercing damage. Target must make a DC 14 Constitution saving throw or begin bleeding (see above).
Howl of the Wastes (1/day)
The Pale Howler lets out a chilling howl audible up to 300 ft.
All enemies within 60 ft who can hear it must make a DC 14 Wisdom saving throw or be frightened until the end of their next turn.
- Creatures that succeed are immune to this howl for 24 hours.
Mount Bond Traits (Tier 1–2)
Bond Level | Benefit |
---|---|
1 | Mount follows commands, flees only on command. |
2 | Rider can take Hide action while mounted if mount is hidden. |
3 | If rider and mount are both hidden, mount can pounce on an enemy as a surprise attack, with advantage, and on hit, the rider gains advantage on their first attack that round as well. |
Large Beast, Unaligned
Armor Class: 15 (snow-dappled fur and natural grace)
Hit Points: 84 (11d10 + 22)
Speed: 50 ft.
Climb: 15 ft | Snow Glide: Ignores difficult terrain from snow or ice
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 14 (+2) | 4 (–3) | 16 (+3) | 8 (–1) |
Saving Throws:
Dex +6, Wis +5
Skills: Stealth +7, Perception +6, Survival +6
Senses: Darkvision 60 ft, Keen Hearing and Smell
Languages: Understands rider’s commands through bond
Market Value & Rarity
Rarity: Rare
Base Market Value: 1,200–1,500 gp (unbonded)
Bonded Companion Price: 3,000–4,000 gp, if available (Black Market or Snowborn Trainer)
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