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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I'm only a few dozen posts away from qualifying, so I'll let you know how it goes. KN, do you use FP when you activate Gems? The Gems have a per gem cost, so you might be able to activate one gem in one game and a second may need the higher qualifications. You do need more core posts to qualify, either way.

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