b'Howler of The Hill \n'b'  Large   aberration ,  neutral evil  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  178 (21d10 + 63) \n'b' Speed  50 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX:  22 (+6)  CON:  16 (+3)  INT:  17 (+3)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +8,  Wis  +9,  Cha  +9 \n'b' Skills   Athletics  +8,  Intimidation  +9,  Perception  +9,  Stealth  +11 \n'b' Damage Resistances  cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  psychic \n'b' Condition Immunities   charmed ,  frightened  \n'b' Senses  truesight 120 ft., passive  Perception  19 \n'b' Languages  understands Abyssal, Common, Infernal, and Void Speech but can\xe2\x80\x99t speak, telepathy 120 ft. \n'b' Challenge  14 (11,500 XP) \n'b' Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Hungry Void Traveler . The howler of the hill doesn\xe2\x80\x99t require air, drink, or sleep. \n'b'  Inscrutable . The howler is immune to any effect that would sense its emotions or read its thoughts, as well as any  divination  spell that it refuses.  Wisdom  ( Insight ) checks made to ascertain the howler\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The howler of the hill uses Gloaming Howl. It then makes three Claw or Psychic Bolt attacks. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 15 (2d8 + 6) slashing damage plus 13 (3d8) psychic damage. \n'b'  Psychic Bolt .  Ranged Spell Attack : +9 to hit, range 120 ft., one target.  Hit : 26 (5d8 + 4) psychic damage. \n'b'  Gloaming Howl . The howler emits a magical howl that changes in melody and frequency, depending on the light surrounding the howler. Each creature of the howler\xe2\x80\x99s choice that is within 120 feet of it and can hear the howl must succeed on a DC 18  Wisdom  saving throw or succumb to the effects of one of the following howls. If a creature\xe2\x80\x99s saving throw is successful or the howl\xe2\x80\x99s effect ends for it, the creature is immune to that particular howl for the next 24 hours. \n'b'  Bright Howl . When the howler is in bright light, each target that fails the saving throw is  incapacitated  until the end of its next turn. \n'b'  Dim Howl . When the howler is in dim light, each target that fails the saving throw is  stunned  until the end of its next turn. \n'b'  Dark Howl . When the howler is in darkness, each target that fails the saving throw drops whatever it is holding and is  paralyzed  with  fear  for 1 minute. A  paralyzed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Otherworldly Hunter . The howler can transport itself to a different plane of existence. This works like the  plane shift  spell, except the howler can affect only itself and can\xe2\x80\x99t use this action to banish an unwilling creature to another plane. \n'b'\n'b' ABOUT \n'b' While its body is distinctly feline, the creature\xe2\x80\x99s slender, articulated paws are all wrong, more like the paws of a rat with oversized, razor-sharp claws. The howler of the hill is a powerful extraplanar predator from unseen corners of the Void. Fiendishly cunning and monstrously feral, it haunts locales of occult significance or arcane power. The howler of the hill can be described as a gruesome m\xc3\xa9lange of great cat and rodent, with a humanoid face and a forked prehensile tail. Its entire odious form is covered in a hairless, rubbery skin. \n'b'  Summoner\xe2\x80\x99s Bane . The first howler of the hill was the result of an eldritch conjuration gone wrong, and indeed it loves to exact revenge upon headstrong diabolists and summoners who delve too deeply into forbidden lore. Its innate supernatural ability to shift between worlds makes the howler of the hill a troublesome creature to kill or capture.'