Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 14 (+2) | 6 (−2) | 13 (+1) | 6 (−2) |
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak it
Challenge 3 (700 XP)
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
1 Comment
Hellhounds are extremely intelligent creatures that possess an evil nature from birth that is ingrained into them. Because of these traits coupled with their fierce loyalty and strength, they are a favorite pet for most evil villains especially those affiliated with fire such as fire giants and devils.
There are three main kinds of Hellhounds. First, there are the ordinary Hellhounds. These hellhounds are believed to have been created by Primordials when the world was still young. The next species of Hellhound is called the Fire bred hellhound. These are said to have been bred from captive populations of the original hellhounds for size and power by the fire giants. These hounds are loyal to their age-old masters, the fire giants. Finally, the Nessian Hellhounds that reside in the ninth layer of Hell in the palace of Asmodeus. These are perhaps the most vicious of the hellhounds, with an innate ability for breathing fire as well as the ability to bite as if their teeth were flaming spears.
Physiological Observations
For observations of the physiology of the Hellhounds, I shall separate the species into three sections, one for each kind of hellhound.
The first species we shall examine is the original hellhound. These monsters stand approximately 4-1/2 feet tall with dark skin. They are surrounded by an aura of flame that burns any opponent who moves to close to it in battle, burning them with the aura of hellfire from their home, Baator (the nine hells). These creatures boast a thick and hardy coat of fur which blocks many arrows and weaker weapons allowing the creature to withstand assault from fierce foes. Hellhounds also possess excellent eyesight able to see in pitch dark up to 60 ft as well as heightened senses to track prey. Because of the hellhound resides primarily in Baator, it has evolved a resistance to fire but cannot stand cold temperatures. These hounds usually travel in pairs or in groups of 9-12.
Fire-bred Hellhounds are larger versions of their counter parts. These monsters stand at 5-6 ft. tall with hardened muscles. Their fur is thicker as well and is able to resist all but the most powerful of weapons and magic. Their claws are sharper than the claws of ordinary hellhounds and their larger jaw muscles make their jaws more powerful with bites. Because they were bred for more power, their flames tend to be hotter and Fire-bred Hellhounds have the ability to create bursts of fire directly pulled from the 8th layers of Hell, an ability that ordinary hellhounds lack. The senses of Fire-bred Hellhounds are also sharper making them better trackers and much more fearsome foes. They boast an almost doubled resistance to fire as well. Interestingly, this species has evolved to lack the susceptibility to cold that it’s weaker counterpart has. Its powerful leg muscles make it faster. These monsters live primarily in the upper realms rather than Baator, usually near volcanoes that house the Fire Giants.
Finally, the most terrifying of the species are the Nessian Warhounds. These creatures are a breed that reside only in Nessus, the 9th layer of Hell and are the pets/servants of Asmodeus, the lord of Hell and the strongest of the devils. The Nessian Warhounds are the largest species of Hellhound, standing easily at 7 ft. tall. Bred to inherit the strength of Asmodeus himself, Nessian Warhounds move the fastest of hellhounds thanks to their enhanced muscles. Their bites have nearly four times the force of the ordinary hellhound and their claws can cause permanent damage to its quarry by tearing tissue while causing severe burns to the tear. The hounds have thick hides that resist weapons as well as the hides of the Fire-bred Hellhounds however; the Nessian Warhounds are completely immune to fire. They usually are also fitted with chainmail suits. They retain the weakness to cold that the original Hellhounds have albeit a much smaller weakness. Nessian Warhounds are surrounded by flames from the 9th layer of hell, the hottest of hellfires. They are able to breath fire and their teeth bear the traits of flaming steel. Because of their master’s prowess, the Nessian Warhounds act as the Emissaries of the lord of Hell and often forbearers of tidings of his arrival. They track down his enemies with ease and are used to eliminate those Asmodeus hates. Asmodeus occasionally tests his enemies with these Warhounds. Nessian Warhounds, like every other Hellhounds, cannot speak. They are able to learn languages and understand them, unlike the other Hellhounds which only understand Infernal.
Behavioral Observations
Hellhounds are relentless trackers and hunters. Once assigned a mission, the hounds track their quarry to the ends of the earth and create ambushes and traps in order to take down prey. Because of relative weaknesses to cold, they may not always proceed into colder climates, bidding their time to strike instead.
The Hounds are immensely intelligent as well. They have the ability to understand orders and follow them. They can create traps and plan ambushes. They are well versed at working together and understand the orders of hierarchy.
In addition to their intelligence, Hellhounds are fiercely loyal to their masters, willing to die for their masters without a second thought. Because of their insane loyalty, the hounds are always lawful. But, due to their evil nature, they refuse to be merciful. Hellhounds disdain weakness in every way and for that reason, deformed pups are often killed instantly. This trait is most exaggerated in Nessian Warhounds due to Asmodeus’ hatred of mercy. Hellhounds are creatures that make great pets, provided you are equal or stronger than them and are evil. They enjoy company and I’ve noted from a pet or two I’ve had that they love a good belly rub or a scratch behind the ear. Throw them a bone from the latest annoyance you crushed or perhaps pick up a human child to give to your hound as a play thing. They love playing fetch with their masters.
Social Observations
Hellhounds spend most of their time in the company of their masters. Ordinary hellhounds, created by evil Primordials spend their time roaming the nine hells, avoiding the 9th layer except for the rare occasion. There they spend time torturing the poor souls cast there by the gods for punishment or serving the lords of the respective circle on missions.
Fire-bred Hellhounds are not as loyal to the inhabitants of Baator. Rather, they serve the Fire giants that bred them over thousands of years. They spend time with species like Azers and Fire giants acting as hunting dogs and brutes to terrorize weaker races that interfere with the work that their masters plan. (Note: This species enjoys sleeping by itself far more than a belly rub or games of fetch. Don’t bother them. I’ve lost many foolish apprentices who decided to bother a napping Fire-bred Hellhound).
Nessian Warhounds are only loyal to Asmodeus. They refuse to serve any other master. The entire species seems to have formed a pact that at least two of them should stay with their master to eliminate anyone who dares to bother him.
Hellhounds regard any creature weaker than them prey and enjoy devouring the flesh of the weak. This flesh fuels the fire inside the hellhounds making them stronger and far more fearsome.
Intra-species Relations
Hellhounds by natures prefer to remain alone in groups of 2 or in packs similar to wolves. However, they rarely interact with other species. Fire-bred Hellhounds especially avoid the other two groups due to the strange smells from Baator that mark them. Nessian Warhounds prefer to work in groups of 2 but for larger missions or ones that require man power, a Warhound may take over a pack of 5-12 ordinary hellhounds.
DM’s Toolkit
Ordinary Hellhounds are the perfect guard dog. They are the perfect creature to trap your PCs with when they break into the mansion of their enemy and grab whatever item they wanted. With a simple level of 7, ordinary Hellhounds are more than a challenge for weaker parties in groups of 1 or 2 and for your stronger parties; groups of 5-12 are common. For parties above level 10, Fire-bred Hellhounds are a great tool. Their fierceness makes them the perfect monster to fight in hotter settings. Most importantly, a Fire-bred hellhound means that Fire Giants and Azers are nearby. Together, they make a powerful enemy. If either group were to find one of their hellhounds dead, it’d spark an entire settlement to hunt your PCs, a great thing to have in your bag of tricks, especially for parties that consist of pesky murder hobos.
Nessian Warhounds are perhaps the toughest monsters to have in your toolbox. They are hard to hit, relentless trackers and extremely good at planning traps and ambushes. They can be very patient as well striking once and then striking again weeks later when PCs thin they’re safe. To make encounters tougher, 2 Nessian Warhounds can easily be accompanied by 24 ordinary hellhounds or a powerful devil spawned by the blood of Asmodeus. If the PCs do defeat the Warhounds, there is no guarantee that more won’t be sent. Even worse, killing the pets of the Lord of the Ninth Circle may cause Asmodeus himself to send his avatar to “check” on the enemy, a great way to strike fear into the heart of any player (especially if you see the stats and skills of the guy).