b'Howling Abomination \n'b'  Huge   fiend  (titanspawn),  chaotic evil\n'b' STATS STR: 23 (+6) DEX:  12 (+1)  CON:  24 (+7)  INT:  12 (+1)  WIS:  11 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  17 (natural armor)  Hit Points  256 (19d12 + 133)  Speed  0 ft., fly 50 ft. (hover)  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses  blindsense 60 ft.,  darkvision  60 ft., passive  Perception  10  Languages  Infernal, Primordial, Titan Speech (can\xe2\x80\x99t speak)  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Blink . The howling abomination shifts constantly in and out of phase, as if under the effects of a permanent  blink  spell. \n'b'  Death Warp . When the howling abomination is slain, the spatial distortion that surrounds it collapses violently, creating a concussive burst. Creatures within 30 feet of the abomination must make a DC 19  Dexterity  saving throw or be hurled 10 feet away from the howling abomination and take 35 (10d6) points of thunder damage, or half that amount on a successful save. \n'b'  Magic Weapons . The howling abomination\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The howling abomination can use its Frightful Screeching. It then makes three attacks: one with its bite and two with its tentacles. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic damage. \n'b'  Tentacle .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'  Frightful Screeching . Each creature of the howling abomination\xe2\x80\x99s choice that is within 90 feet of the abomination and can hear it must succeed on a DC 16  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the howling abomination\xe2\x80\x99s Frightful Screeching for the next 24 hours. \n'b'  Tactics \n'b' The howling abomination prefers to attack by surprise, targeting clerics and other spellcasters first if able. If outmatched, the abomination tries to flee, but if the encounter was nearly even, it may shadow its prey for some time to see if another opportunity presents itself. \n'b' Description \n'b'  Aggressive Hive Mind . Collectively, howling abominations seem to operate under the control of a single malevolent intelligence that guides them all equally. While they are intelligent, they show no desire to communicate with other beings. They have been observed to react with gleeful savagery toward servants of the gods. \n'b'  Indeterminate Origin . The true size and shape of this creature cannot be determined (if it is indeed a singular creature), but the distortion that marks its presence is quite large, sitting roughly 5 to 10 feet above the ground. There, a roiling distortion in space sprouts tentacles and the jaws and mandibles of numerous large, predatory creatures.'