Hell Hound
Medium fiend- Challenge
- STR
- 3
- DEX
- 1
- CON
- 2
- INT
- −2
- WIS
- 1
- CHA
- −2
- Soak
- 1
- Fort
- +3
- Ref
- +3
- Will
- −1
Keen Hearing and Smell. The hell hound has advantage on Perception checks that rely on hearing or smell.
Maneuvers. The hell hound uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: lunge, spring attack, tear flesh, trip
Pack Tactics. The hell hound has advantage on attacks made against a creature if at least one of the hell hound’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Actions (2)
Bite (1/turn). Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Costs 2 actions; Recharge 5–6). The hell hound exhales fire in a 3-meter cone or line. Each creature in that area must make a Difficulty 12 Reflex saving throw. On a failure, a creature takes 21 (6d6) fire damage and is burning 1. On a success, a creature takes half as much damage and isn’t burning.
Maneuvers
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.