Name | Hellhound |
---|---|
Sorted Name | Hellhound |
Family | Hell Hound |
Size and Type | Medium Outsider (Evil, Extraplanar, Fire, Lawful) |
Hit Dice Count | 4 |
Hit Dice | 4d8+4 (22 hp) |
Random Hit Points | 4d8+4 - 4 |
Initiative | +5 |
Speed | 40 ft. (8 squares) |
Armor Class | 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 |
Base Attack/Grapple | +4/+5 |
Attack | Bite +5 melee (1d8+1 plus 1d6 fire) |
Full Attack | Bite +5 melee (1d8+1 plus 1d6 fire) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Breath weapon, fiery bite |
Special Qualities | Darkvision 60 ft., immunity to fire, scent, vulnerability to cold |
Saves | Fort +5, Ref +5, Will +4 |
Abilities | Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 |
Skills | Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* |
Feats | Improved Initiative, Run |
Bonus Feats | Track |
Environment | A lawful evil-aligned plane |
Challenge Rating | 3 |
Organization | Solitary, pair, or pack (5-12) |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 5-8 HD (Medium); 9-12 HD (Large) |
Level Adjustment | +3 (cohort) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Hellhound; CR 3; Medium outsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp 22; Init +5; Spd 40 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 plus 1d6 fire, bite); Full Atk +5 melee (1d8+1 plus 1d6 fire, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Skills and Feats: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*; Improved Initiative, Run, Track |
Hell Hound
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds. Hell hounds do not speak but understand Infernal. CombatHell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly. A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based. Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. Nessian WarhoundNessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail. Nessian warhounds resemble hell hounds, except as otherwise noted. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based. Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +5 melee (1d8+1 plus 1d6 fire), or Bite +5 melee (1d8+1 plus 1d6 fire)
feats: IMPROVED INITIATIVE, RUN, TRACK,