Bestiary · Fiend

PR 3

Hellhound

Hellhounds hunt in packs and are set on a name, never a scent. Once given one they do not stop, and they will cross a rift tear to keep going.

Hellhound, drawn at Medium scale
Physiology
Fiend
Size
Medium
Speed
50 ft.
Armor class
15 (charred hide)
Hit points
60 (8d8 + 24)
Proficiency
+2
  • STR 17 +3 save +3
  • DEX 14 +2 save +2
  • CON 17 +3 save +5
  • INT 6 -2 save -2
  • WIS 13 +1 save +1
  • CHA 6 -2 save -2
Skills
Perception +3 , Survival +3
Passive Perception
13
Senses
darkvision 60 ft., keen smell
Languages
understands Netherspeech
Damage resistances
cold
Damage immunities
fire
Condition immunities
frightened
Found in
The Nine Hells , Rift Breach

Traits

  • Pack Tactics

    Has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of it and not Incapacitated.

  • Named Quarry

    Cannot be shaken off the single creature it was set on, and knows its direction at any distance on the same world.

Actions

  • Bite

    +5 to hit · reach 5 ft.

    1d10 + 3 piercing damage

    Two attacks. Each hit deals an extra 1d6 fire damage.

  • Fire Breath

    DC 13 Dexterity save

    A 15-foot cone. Each creature in it takes 5d6 fire damage on a failed save, or half as much on a success. Recharges on a 5 or 6.

  • Set on a Name Reaction

    When its named quarry moves within 60 feet, the hound moves up to its speed toward that creature without provoking opportunity attacks and may make one Bite attack if it arrives in reach.