Pathfinder Society
menutop

Discuss the Pathfinder Roleplaying Game on our messageboards.

Purchase the Pathfinder Core Rulebook or Bestiary.

Need to report a problem? Please let us know by posting in this thread.

Hell Hound

This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.

Hell Hound CR 3

XP 800

LE Medium outsider (evil, extraplanar, fire, lawful)

Init +5; Senses darkvision 60 ft., scent; Perception +7

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)

hp 30 (4d10+8)

Fort +6, Ref +5, Will +1

Immune fire

Weaknesses vulnerability to cold

Offense

Speed 40 ft.

Melee bite +5 (1d8+1 plus 1d6 fire)

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

Statistics

Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6

Base Atk +4; CMB +5; CMD 16 (20 vs. trip)

Feats Improved Initiative, Run

Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; Racial Modifiers +5 Stealth

Languages Infernal (cannot speak)

Ecology

Environment any (Hell)

Organization solitary, pair, or pack (3–12)

Treasure incidental

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.

Hell Hound, Nessian

This creature resembles a powerfully built wolf the size of a large draft horse, with ebony fur and burning, fiery red eyes.

Nessian Warhound CR 9

XP 6,400

LE Large outsider (evil, extraplanar, fire, lawful)

Init +6; Senses darkvision 60 ft., scent; Perception +12

Defense

AC 24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, –1 size)

hp 126 (12d10+60)

Fort +13, Ref +10, Will +5

Immune fire

Weaknesses vulnerability to cold

Offense

Speed 40 ft.

Melee bite +20 (2d6+12/19–20 plus 2d6 fire)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (30-ft. cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 21 half)

Statistics

Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6

Base Atk +12; CMB +21; CMD 33 (37 vs. trip)

Feats Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth, Survival), Weapon Focus (bite)

Skills Acrobatics +16, Perception +12, Stealth +21, Survival +18; Racial Modifiers +5 Stealth

Languages Infernal

Ecology

Environment any (Hell)

Organization solitary, pair, or pack (3–6)

Treasure standard (+2 chain shirt barding)

All are fitted with shirts of fire-scorched barding, and the loyal beasts obey their master perfectly.

They are fearsome, snarling horrors in combat.