Howling Spawn
CREATURE 11While Desert's Howl is presumed to be unique, given its inexplicable origin, there have been reports of creatures resembling Desert's Howl that stalk the sands of Thuvia. Though quite similar to the descriptions of Desert's Howl, they seem to be individuals who haven't yet fully completed their transformation into the terrifying beast. Whether these unfortunate people met a cruel fate similar to that which spawned Desert's Howl or are spawn of the nightmarish creature itself is unclear. Some reports of encounters with these creatures note that it's possible to revert the creature back to its humanoid form by cleansing its mind of nightmarish visions, though there's no solid evidence of such an event ever occurring.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Howling spawn can sense frightened creatures within 60 feet, using an incredibly accurate sense of psychic smell as a precise sense.
60 feet. DC 27 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
The howling spawn shimmers with illusions and devastates a foe who lost track of its position. It Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it is undetected, it can attempt two claw Strikes against that enemy. The howling spawn remains undetected to the creature it's attacking until after resolving both of the claw attacks.
The howling spawn's saliva is a potent paralytic substance that drains the energy from its prey. A creature hit by its spit Strike must succeed at a DC 30 Fortitude save or become Drained 1 as well as Paralyzed for 1 round. If the target was already drained, it instead increases the condition's value by 1, to a maximum of drained 4.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.