- 8 (3,900 XP)
Dashing Strike. If the howler uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 1.5 meters of the creature and the ally isn’t incapacitated.
Multiattack. The howler makes two bite attacks.
Rending Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 6). The howler emits a keening howl in a 18-meters cone. Each creature in that area that isn’t deafened must succeed on a DC 16 Will saving throw or be frightened until the end of the howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.