Hellhound: Difference between revisions

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m (Text replacement - "\| NudgeBasicLoreValue = (.*) <!-- This field lets you alter the DC of the basic knowledge check for this monster --> <!-- Values: any positive or negative number, or leave blank\. Max recommended is \+\/-4 --> \| NudgeFullLo...)
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| SpecialDefenses = ER {{#var:Special1-Hit-Dice}}/Fire
| SpecialDefenses = ER {{#var:Special1-Hit-Dice}}/{{dmg|Fire}}
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = crushing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| Sec-Atk-Dmg-Type =  
| Sec-Atk-Dmg-Type = slashing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = With light steps and sure-footedness, the Hellhound ignores movement penalties caused by rough terrain.
| Ability-1-Description = With light steps and sure-footedness, the Hellhound ignores movement penalties caused by difficult terrain.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
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| Ability-2-Description = Any creature that begins their turn adjacent to, or uses a melee attack against, the Hellhound takes {{#var:Special2SwiftDmg}} points of fire damage.
| Ability-2-Description = Any creature that begins their turn adjacent to, or uses a melee attack against, the Hellhound takes {{#var:Special2SwiftDmg}} points of {{dmg|fire}} damage.


   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = 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 {{#var:Special3SwiftDmg}} points of fire 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 {{#var:Special3SaveDC}} for half damage.
| Ability-3-Description = 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 {{#var:Special3SwiftDmg}} points of {{dmg|fire}} 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 {{#var:Special3SaveDC}} for half damage.


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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->

Revision as of 18:27, 18 September 2018

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 /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 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 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 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)