3e SRD:Hell Hound
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|This material is published under the OGL|
|Size/Type:||Medium Outsider (Evil, Fire, Lawful)|
|Hit Dice:||4d8+4 (22 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|AC:||16 (+1 Dex, +5 natural)|
|Attacks:||Bite +5 melee|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Breath weapon|
|Special Qualities:||Scent, fire subtype|
|Saves:||Fort +5, Ref +5, Will +4|
|Abilities:||Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6|
|Skills:||Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness Lore +0*|
|Feats:||Improved Initiative, Track|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, pair, or pack (5-12)|
|Alignment:||Always lawful evil|
|Advancement:||5-8 HD (Large)|
CombatHell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it with their fiery breath toward the rest. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds; damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable materials within the cone. Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Hell hounds receive a +5 racial bonus to Hide and Move Silently checks. They also receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
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