Bell-Scavenged Howler

Villagers speak of a laughing beast that steals silverware and leaves a trail of noise. Superstitious folk sometimes hang extra bells on their homes to appease the Howler; others hide metal entirely in fear.

HP30AC+6SPDWalk 30 ft., Run 50 ft.CR2PerceptionStealthSurvival
STR
18
DEX
14
CON
16
INT
3
WIS
12
CHA
8
Pack Opportunist. The Howler has advantage on attack rolls and checks to track, intercept, or attack a creature that is frightened or that is separated from allies by at least 10 feet.
Mimicry. The Howler can mimic simple sounds it has heard in the last hour. Any creature that hears the imitation can attempt a Wisdom save to recognize it as imitation and ignore its effects.
Bell Collar. Once per short rest, the Howler can trigger a cacophony of bells. See Bell Frenzy in actions for full details.
Bite. Melee weapon attack: to hit, reach 5 ft., one target. Hit: piercing damage. If the target is frightened, the Howler deals an additional damage.
Claw, two attacks (Rake). The Howler makes two claw attacks. Melee weapon attack: to hit, reach 5 ft., one target. Hit: slashing damage.
Bell Frenzy. The Howler slams its neck forward and shakes the bells violently. All creatures of the Howler's choice within 30 feet that can hear it must succeed on a Wisdom saving throw or become frightened 1 (frightened condition) and use their movement to move as far away from the Howler as they can on their next turn. Creatures that succeed are immune to the Howler's Bell Frenzy for 24 hours. Usable once every rounds.
Mimicry. The Howler emits a short, convincing imitation of a familiar sound it has heard in the last hour, such as laughter, a mug clink, or a child's cry. A creature that hears the sound and fails a Wisdom saving throw treats it as a distraction: it has disadvantage on its first attack roll or saving throw it makes before the end of its next turn. The Howler can use Mimicry as part of the same action as another attack once per round.
Jarring Bell. When a creature within 15 feet makes an attack that targets an ally of the Howler and succeeds on a Wisdom saving throw, the Howler emits a sharp bell jolt. The attacker takes thunder damage and has disadvantage on their next attack roll if they are not immune to fear.
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