Hellhound (CR 7)
Lawful Evil - Medium - Outsider (Fire, Lawful, Evil)
|
Initiative
|
12
|
Defense
AC
|
23
|
Man Def
|
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
|
Man Off
|
+11
|
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):
Siege Damage: Not siege capable
Statistics
Feats:
- Big Game Hunter (EFFECT: +1 to-hit and +1 base weapon damage when attacking sized-large or larger creatures.)
Special Abilities
Softpaws (Ex) Always On
|
With light steps and sure-footedness, the Hellhound ignores movement penalties caused by difficult terrain.
|
Fire Shield (Su) Automatic
|
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) Swift Action 1/Rnd
|
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
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
Hellhounds are pack animals, just like more mundane wild dogs, and their behavior is very similar in many ways. Hellhounds will seek to burn a wide swath around their lairs, so they have a clear view of any attackers.
That said, Hell Hounds are extremely popular attack and guard beasts, not to mention prestige pets, of many, many sorts of monsters. Indeed, perhaps only Dire Bears are more popular with the vicious, crazed, and evil than are Hell Hounds. It is possible to encounter Hell Hounds nearly anywhere, and as pampered pets and guard animals, they are almost MORE common than in the wild, believe it or not.
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)
|