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Hell Hound

CR 3.00 Outsider LE Medium HD 4
This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.

A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing creatures relentlessly.

Hell hounds are particularly favored by fire giants, as the creatures are immune to fire and share the fire giant's sense of cruelty when it comes to handling intruders. Only when a fire giant goes too far toward treating a relatively intelligent hell hound like a pet do such alliances begin to falter.

HP
30 (4d10+8)
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
Init
+5
Speed
40 ft.
Fort
+6
Ref
+5
Will
+1
BAB
+4
CMB
+5
CMD
16 (20 vs. trip)
Melee
bite +5 (1d8+1 plus 1d6 fire)
Racial Modifiers
+5 Stealth
str
13
+1
dex
13
+1
con
15
+2
int
6
-2
wis
10
+0
cha
6
-2

Weapons: Martial, Simple

breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)

Universal Monster Rules

Breath Weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Run from Feat

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Situational: when making a jump after a running start: +4 untyped Acrobatics

Acrobatics +8, Perception +7, Stealth +13, Survival +7

Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any (Hell)
Organization
solitary, pair, or pack (3-12)
Treasure
incidental
Senses
darkvision 60 ft., scent; Perception +7
Languages
Infernal (cannot speak)
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a
View references and cross-links for Hell Hound

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