Howre
Medium • Monstrosity • Unaligned
Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 30 ft., burrow 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
