The smell of brimstone is accompanied by the outline of something foul emerging from the darkness. It appears to be some kind of wolf at first glance, before you see that the fur (if any) has receded and thinned, revealing black or red flesh that looks more like toughened hide. The creature's features are gnarly and jagged, and it's eyes burn with a red fire that leaves a trail with every slight movement.
Heck Doggie.
* = Proficiency
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+3 |
+2 |
+2 |
-2 |
+1 |
-2 |
Fortitude Save |
Reflex Save |
Will Save |
+2 |
+3 |
+1 |
Armor Class: 15
Max HP (+AHP): 66 (+0)
Average HP | Formula: 53 (+0) | 3d10+6+30 (+0)
Blockstun Breakpoints: Bloodied, 1 HP
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Speed: 45 ft
Initiative: +2
Creature Senses: Low-Light Vision, Darkvision 60 ft
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Damage Vulnerabilities:None
Damage Reduction: None
Damage Resistances: None
Damage Immunities: Fire
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Condition Immunities: None
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Doom Abilities: None
- Proficiency Bonus: +1
- Perception(WIS+Prof): +3
- Stealth(DEX+Prof): +4
- (For all untrained, roll relevant Attribute Scores instead.)
- Languages: -
Base Threat Level: 3
EXP: 300
Creature Size: Medium
Creature Type(s): Demon, Mythical Beast
Source(s): Core
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Armor Type: Natural Armor (DEX or CON x2 + Half-Proficiency)
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Beastial Senses :
~0.5
For Perception checks that rely on Hearing and Smell, the Hellhound gains 2 bonus dice (base d6) to the roll.
Pack Tactics :
~0.5
The Hellhound has advantage on attack rolls against a creature if at least one of the Hellhound's allies is within 5 feet of the creature and the ally is able to move and use actions.
Attacks | ◈ per, up to 2 a turn
The Hellhound spends actions to attack with it's fangs. They will often use their movement first to catch enemies off guard, surrounding them on two or multiple sides.
Bite | ◈ | Melee Natural Weapon Attack |
+4 to hit | Hit: 6 (
1d6+2 ) Piercing damage and 8
2d6 damage, half being Shadow and half being Fire (rounded up).
Hellfire Breath :
~3.0|2⥣|1d6⟳| | ◈◈ | Targets Reflex
The Hellhound exhales hellfire in a 15 ft cone. Each creature in that area must attempt a Reflex saving throw. The DC is equal to 14 (or 10 + Proficiency + CON). Each creature that fails takes 20 3d12 damage (or, damage equal to 1d12 x TL), with half the damage being Fire and the Other half being Shadow. On a successful save and critically successful save, they take half or no damage, respectively.
Escalation⥣ and Recharge⟳
Escalation⥣: This action only starts being used after Escalation 3, or Round 3. This creature's Escalation count goes up each time the creature becomes Blockstunned.
Recharge⟳: Once used, this action takes 1d6 rounds before it can be used again. This count goes down once per round.
The Hellhound is a canine infused with the power of, well, the hells or similar planes. While not apex predators, they make up the wildlife of Low places and dangerous lands. Hellhounds fight in packs and fight to the death, no matter what or who engages with them.
What Others may know...
DC = 15 + TL, using an appropriate skill check.
WIP
WIP
Fully Know of (DC + 10 and up) |
WIP
Adventure Specific...
-Scaling and Alterations- |
Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.
- Crafting
- Critical Success
- Character's Half-Proficiency + 2 : Hide Scraps