Dungeons and Dragons Hell Hound 3.5 PBP RPG

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Hell Hound

Hellhound

Nessian Warhound

Medium Outsider (Evil, Extraplanar, Fire, Lawful)

Large Outsider (Evil, Extraplanar, Fire, Lawful)

Hit Dice:

4d8+4 (22 hp)

12d8+60 (114 hp)

Initiative:

+5

+6

Speed:

40 ft. (8 squares)

40 ft. (8 squares)

Armor Class:

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

24 (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22

Base Attack/Grapple:

+4/+5

+12/+24

Attack:

Bite +5 melee (1d8+1 plus 1d6 fire)

Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

Full Attack:

Bite +5 melee (1d8+1 plus 1d6 fire)

Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

Space/Reach:

5 ft./5 ft.

10 ft./10 ft.

Special Attacks:

Breath weapon, fiery bite

Breath weapon, fiery bite

Special Qualities:

Darkvision 60 ft., immunity to fire, scent, vulnerability to cold

Darkvision 60 ft., immunity to fire, scent, vulnerability to cold

Saves:

Fort +5, Ref +5, Will +4

Fort +13, Ref +10, Will +9

Abilities:

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

Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6

Skills:

Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*

Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3

Feats:

Improved Initiative, Run, Track B

Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)

Environment:

A lawful evil-aligned plane

A lawful evil plane

Organization:

Solitary, pair, or pack (5-12)

Solitary, pair, or pack (1-2 Nessian warhounds and 5-12 hell hounds)

Challenge Rating:

3

9

Treasure:

None

+2 chain shirt barding

Alignment:

Always lawful evil

Always lawful evil

Advancement:

5-8 HD (Medium); 9-12 HD (Large)

13-17 HD (Large); 18-24 HD (Huge)

Level Adjustment:

+3 (cohort)

+4 (cohort)

A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak but understand Infernal.

Combat

Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Nessian Warhound

Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail.

Nessian warhounds resemble hell hounds, except as otherwise noted.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based.

Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon.


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The captain makes it clear that he is not authorized to release anything or dispense but he is sure that when the Wildcard arrives at the Starport officials will be in contact with them and all of those arrangements can be made. With a motion of his hand the captain dismisses the two other officers and they file out toward the airlock. After a great deal of time and paperwork the Wildcard is finally cleared to leave and continues on its journey to the Starport.

When they arrive they are debriefed once more by Imperial agents and Shuth is allowed to give a suggestion regarding the name of the creature but they are advised that what they found and what they experienced are highly classified and they will be prosecuted if the disclose anything to anyone. No one ever contacts Shuth further about it and there are no references found in any databases or news networks until a few months later when the news breaks about the mining outpost overrun by a strange crystalline creature never before encountered. A scientist/noble named Lord Barman Sunaiji is credited with the discovery of the creature, Shuth's name and the incident with the Elena is never brought up in any records. The crew of the Wildcard is never given a reward although they are permitted to salvage the sensor array from the Elena.

Out of Character: : Everyone can post an epilogue type post if they wish but I'm basically closing down this game/campaign at this point. Thanks to all those who managed to stick around to the end, I know if really dragged for the last part. The game lost steam and never really recovered which was my fault so I apologize for that but it was fun while it lasted.

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