Howre

Medium • Monstrosity • Unaligned

Armor Class 11

Hit Points 38 (7d8 + 7)

Speed 30 ft., burrow 20 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)3 (-4)13 (+1)7 (-2)

Saving Throws Wis +3

Skills Perception +3, Survival +3

Damage Resistances thunder

Senses darkvision 30 ft., tremorsense 90 ft., passive Perception 13

Languages

CR 1 (XP 200; PB +2)

A large, hunched beast with pale fur, a long tail, and a snarling rat-like face.

Pack Mauling. If the howre hits a creature with a melee attack and that creature has already been hit by another howre this turn, Strength Saving Throw: DC 12, the target. Failure: The target is knocked prone. Failure or Success: This howre can force this save only once on its turn.

Resilient Senses. The howre has advantage on saving throws against being blinded or deafened.

ACTIONS

Multiattack. The howre makes two Rend attacks.

Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.

BONUS ACTIONS

Howl (Recharge 5-6). The howre howls, which lasts until the howre's concentration ends on it. Wisdom Saving Throw: DC 11, each creature other than a howre that starts its turn in a 20-foot emanation originating from the howre (with disadvantage if the creature starts in the area of multiple howres using their Howl). The sound travels around corners. Failure: The target takes 3 (1d6) thunder damage and is deafened. While deafened, the target is also poisoned. Success: Half damage.

REACTIONS

Pounce. Trigger: A hostile creature within 5 feet of the howre is knocked prone. Response: The howre makes a Rend attack against the target.

Howre

Medium • Monstrosity • Unaligned

Armor Class 10

Hit Points 9 (2d8)

Speed 30 ft., burrow 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)11 (+0)3 (-4)11 (+0)7 (-2)

Skills Perception +2, Survival +2

Damage Resistances thunder

Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 12

Languages

CR 1/8 (XP 25; PB +2)

A large, hunched beast with pale fur, a long tail, and a snarling rat-like face.

Pack Mauling. If the howre hits a creature with a melee attack and that creature has already been hit by another howre this turn, Strength Saving Throw: DC 11, the target. Failure: The target is knocked prone. Failure or Success: This howre can force this save only once on its turn.

Resilient Senses. The howre has advantage on saving throws against being blinded or deafened.

ACTIONS

Multiattack. The howre makes two Rend attacks.

Rend. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.

BONUS ACTIONS

Howl (Recharge 6). The howre howls, which lasts until the howre's concentration ends on it. Wisdom Saving Throw: DC 10, each creature other than a howre that starts its turn in a 10-foot emanation originating from the howre (with disadvantage if the creature starts in the area of multiple howres using their Howl). The sound travels around corners. Failure: The target takes is deafened. While deafened, the target is also poisoned.

Howre

Medium • Monstrosity • Unaligned

Armor Class 13

Hit Points 71 (11d8 + 22)

Speed 30 ft., burrow 20 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)14 (+2)15 (+2)3 (-4)13 (+1)7 (-2)

Saving Throws Con +4, Wis +3

Skills Perception +3, Survival +3

Damage Resistances thunder

Senses darkvision 30 ft., tremorsense 90 ft., passive Perception 13

Languages

CR 4 (XP 1,100; PB +2)

A large, hunched beast with pale fur, a long tail, and a snarling rat-like face.

Pack Mauling. If the howre hits a creature with a melee attack and that creature has already been hit by another howre this turn, Strength Saving Throw: DC 12, the target. Failure: The target is knocked prone. Failure or Success: This howre can force this save only once on its turn.

Resilient Senses. The howre has advantage on saving throws against being blinded or deafened.

ACTIONS

Multiattack. The howre makes two Rend attacks.

Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.

BONUS ACTIONS

Howl (Recharge 5-6). The howre howls, which lasts until the howre's concentration ends on it. Wisdom Saving Throw: DC 11, each creature other than a howre that starts its turn in a 30-foot emanation originating from the howre (with disadvantage if the creature starts in the area of multiple howres using their Howl). The sound travels around corners. Failure: The target takes 4 (1d8) thunder damage and is deafened. While deafened, the target is also poisoned. Success: Half damage.

REACTIONS

Pounce. Trigger: A hostile creature within 5 feet of the howre is knocked prone. Response: The howre makes a Rend attack against the target.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.