Size:
Type:
± Outsider
Form:
Temper:
# App:
± 2d4, Wild 2d4, Lair 2d4
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 fist (1d8)
Circumstance: Combat
1 fist (1d8)
Special
Fire Breath
May breathe fire a number of times per day equal to its hit dice. Cone 10' wide at far end, length varies by HD: 10' long (3-4 HD), 20' long (5-6 HD), 30' long (7 HD). Damage 1d6 per HD. Save vs. Dragon Breath for half damage.
Special
Attack Choice
One-third of the time (1-2 on 1d6) chooses to breathe fire; otherwise attempts to bite.
Environments
planar
Canine creatures sheathed in hellish flame
Hellhounds are canine creatures sheathed in hellish flame. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. They are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.
A hellhound's breath weapon is a cone of flame 10' wide at the far end which is 10' long for those with 3 or 4 hit dice, 20' long for those with 5 or 6 hit dice, and 30' long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.
Note that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 bite or breath
1-6 or special
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Action
breath
1 * bite (1d6) or 1 * breath (1d6 per HD)
Special
Fire breath
2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.
Special
Fire immunity
Unharmed by non-magical fire.
Special
Detect invisible
75% chance per round. 60' range.
Special
Pets
Sometimes found with other creatures with an affinity for fire.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e (Hell Hound)
Actions/Abilities/Traits: Pathfinder 2e (Hell Hound)
Ability
Breath Weapon
(divine, evocation, fire) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges.
Offense
Melee
Circumstance: combat round (melee)
jaws +13 [+8/+3] (magical), Damage 1d8+4 piercing plus 1d6 evil and 1d6 fire
Immunity
fire
Language
(can't speak any language)
Infernal
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold 5
Actions/Abilities/Traits: Pathfinder 2e (Hell Hound)
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Actions/Abilities/Traits: Pathfinder 2e
Canine creatures sheathed in hellish flame
Hellhounds are canine creatures sheathed in hellish flame. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. They are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.
A hellhound's breath weapon is a cone of flame 10' wide at the far end which is 10' long for those with 3 or 4 hit dice, 20' long for those with 5 or 6 hit dice, and 30' long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.
Note that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.
Basic Fantasy Role-Playing Game
Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat. Dwell in dungeons or near volcanoes.
OSE