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.
- 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.