Hellhound: Difference between revisions

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m (Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque...)
m (Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque...)
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| Role-Only--Add-Killer-Power--Description =  
| Role-Only--Add-Killer-Power--Description =  
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  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
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| Effect =
| Fruition =
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}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
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}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  

Revision as of 03:36, 4 February 2021

Hellhound (CR 7)

Lawful Evil - Medium - Outsider (Fire, Lawful, Evil)
Lore: Know (Planes)
15 30
Basic DC Full DC
Initiative
Initiative Icon 2.png
12
Perception:
22 +12
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
23
Monster Health
93 46 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +4

Strong Against:

  • ER 11/Fire (energy, common)
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Hellish Bite +12 (2d10+7/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Hellish Bite +12 (2d10+7/x2)
    as crushing (physical, common)
  • 2x Hellish Claws +12 (2d6+2/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
14
DEX
16
CON
6
INT
17
WIS
10
CHA

Skills:

Languages:

Feats:

  • Big Game Hunter (EFFECT: +1 to-hit and +1 base weapon damage when attacking sized-large or larger creatures.)

Special Abilities

Softpaws (Ex)

With light steps and sure-footedness, the Hellhound ignores movement penalties caused by difficult terrain.

Fire Shield (Su)

Any creature that begins their turn adjacent to, or uses a melee attack against, the Hellhound takes 2d6+2 points of fire (energy, common) damage.

Fiery Breath (Su)

Once per round as a swift action, the hellhound may breathe forth a gout of fire. They may shape this Fiery Breath into either a fifteen-foot cone of flame or a thirty-foot line of flame. This flame does 2d6+2 points of fire (energy, common) damage to those caught in the area of effect. If the Hellhound successfully bit a foe this round and then breathes on them, they receive no saving throw against this damage. All other victims may make a Reflex saving throw at a DC of 18 for half damage.

Hellhound

Hellhound

Coal black dogs wreathed in hellish flame, hellhounds are monstrous beasts often found as pets of the mighty and dreadful. On the Prime Material, Hellhounds in the wild can be found in wastelands, deserts, barren mountains, volcanoes, etc. They are hardy, canny, and good hunters. Hellhounds typically lair within a badland and raid out to search for prey. Hellhounds view humans and other humanoids as prey, along with domestic animals, children of all species, and pretty much anything else they can catch. Hellhounds can also gain sustenance from fires, and a pack of hellhounds moving into a forest will soon reduce it to a wasteland unless they are stopped.

Combat Tactics

Hellhounds are animals but their wisdom is extremely high. They use good pack tactics, are quite sly, and will use their attacks intelligently. They are immune to their own breath weapons and fire auras, so they will breathe and maneuver with abandon. Their Softpaws ability lets them ignore difficult terrain, so if possible, they will attack in areas of difficult terrain, and will take advantage of any difficult terrain they find in a battle. Their Big Game Hunter feat makes them effective against large prey, and their high Survival allows them to track prey even without access to more esoteric senses. They will breathe fire from range whenever possible to soften up foes, then run into melee and use their fire shields to damage as many foes as possible. If a ranged attacker is causing them problems, a few long-range breaths will be sent in their direction and they will attempt to break line of sight. If combat is going poorly, Hellhounds will not hesitate to flee, with the intention of attacking again when the situation is more to their advantage.

Out of Combat

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)