Hellhound (3.5e Monster)
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You pull up short as a blast of hot, fetid breath hits your nostrils, filling you with a smell akin to sulfur. Turning away from the pursuing devils and towards the source, you come face to face with an what appears to be an unnaturally large, black-furred wolf, it's jaws alight with hellish flames and its eyes with killing intent.
Hellhounds are the all-purpose guard dogs and cavalry for the legions of Hell. Swift and ferocious creatures selectively bred by devils for size and strength, they feature a multi-purpose breath weapon and a mouth lined with flaming jaws. Because they can be spawned in large numbers and require little in the way of equipment, they are often sold to outside agents as a means of collecting capital for the Nine Hells.
Combat[edit]
Hellhounds are extremely vicious and perseverant in their pursuit of prey, abandoning most pretenses of control when released from their handlers. They can cover a great distance at speed and cause heavy damage to those in their path. They are always considered to be in the Disdainful Shoulder stance. This bonus is reflected in their stat block.
Devilbred: Although they are not baatezu, hellhounds are similar to devils in many respects. They are treated as devils for the purposes of being affected (or not affected) by any ability that selectively targets or excludes devils (such as any bateezu’s aura of cold logic). Having been raised in the hellish flames of Nessus (the ninth layer of Hell) they are also immune to fire damage (but not hellfire damage).
Hell's Bite (Su): A hellhound’s bite attack deals an additional 1d6 points of hellfire damage per 2 CR it possesses (normally 2d6) and functions as a target greater dispel magic effect (with the hellhound's attack roll taking the place of the caster level check).
Hell's Breath (Su): A hellhound has a breath weapon of hellfire, dealing 1d6 points of hellfire damage (treat as untyped damage) per CR of the hellhound (default 4d6). This breath weapon is useable in two forms, although either requires a standard action and both deal the same damage. The first is a cone 30 feet long, high, and wide at its longest point for which a successful Reflex save (DC 17) halves the damage dealt. This save DC is Constitution-based. The hellhound may also fire a ball of flame at a single target as a ranged touch attack within 60 feet.
Maneuver-Like Abilities: Arson Step (Rush, use hellfire damage), Casual Shove (Counter), Resounding Thwack (Strike). Initiator level 4th.
Scent (Ex): Hellhounds can track and locate their foes through their keen sense of smell out to a distance of 30 feet.
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