“Hound of Hecate: Shadowbound Sentinel of Crossroads and the Spirit Realm”
A Hound of Hecate is a spectral black hound with ember eyes and a soul-rending howl, a liminal hunter that stalks crossroads and graveyards in service to the goddess of witchcraft and the dead.

Hound of Hecate — A spectral black hound wreathed in shadow and moonlight, the Hound of Hecate prowls crossroads and graveyards as a relentless spirit-hunter, its soul-rending howl and unerring pursuit marking it as both omen and enforcer of the goddess of witchcraft and the dead.
Appearance
A Hound of Hecate resembles a towering black hound, its body lean and shadow-wrought, with fur that shimmers like smoke in moonlight. Its ember-lit eyes burn with unnatural intelligence, and its misted breath carries the chill of the grave. When it bares its fangs, they gleam with spectral silver, promising wounds of the spirit rather than the flesh.
Behaviour
Silent and watchful, these hounds prowl the borders of graveyards, crossroads, and abandoned places, their presence marked by a growing sense of dread. They rarely give voice except in a chilling bay that heralds death or the arrival of their mistress. Patient hunters, once set upon a quarry they pursue without hesitation or mercy.
Habitat
Hounds of Hecate dwell in liminal spaces where one world brushes against another—crossroads, burial grounds, cavern mouths, and shadowed thresholds. They are drawn to places of thin veils between planes, often appearing in the Shadow Plane, where the boundary between life and death is closest. These creatures manifest most frequently beneath the waning moon and fade with the rising sun, as though the light itself drives them back to the shadows.
Modus Operandi
A Hound of Hecate hunts by scenting the essence of the soul, ignoring illusions and mortal disguises. They emerge from shadow or mist to strike, unsettling prey with their spectral bay before closing with spirit-rending bites. If resisted, they retreat into darkness, reappearing again and again until their quarry falters.
Motivation
Bound by sacred duty rather than malice, these hounds serve Hecate’s will: guiding the dead, warding her places of power, and punishing oathbreakers who trespass against her mysteries. Witches and warlocks may call upon them as allies, but their allegiance is unwaveringly to the goddess of witchcraft and the dead.
Hound of Hecate 5e 2024
Hound of Hecate, Pathfinder
Hellhound of Hecate 3.5
Hound of Hecate

Large fiend (spirit), neutral
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 8 (−1) | 16 (+3) | 14 (+2) |
Saving Throws Dex +6, Wis +6, Cha +5
Skills Perception +6, Stealth +6, Survival +6
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages understands Common and Infernal but can’t speak; telepathy with Hecate’s servants within 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Innate Spellcasting (Hecate’s Gift).
The hound’s innate spellcasting ability is Charisma (spell save DC 13). It requires no components.
- At will: detect evil and good, detect magic, thaumaturgy
- 3/day each: misty step, silence
- 1/day each: fear, phantasmal killer
Keen Soul Scent.
The hound can sense the presence of any creature with a soul within 60 feet, ignoring invisibility, illusions, and magical disguises.
Crossroads Step.
If the hound starts its turn within 10 feet of a doorway, portal, or crossroads, it can use a bonus action to teleport up to 60 feet to an unoccupied space it can see.
Spectral Baying (Recharge 5–6).
The hound unleashes an unearthly howl. Each creature of its choice within 60 feet that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. While frightened, a creature sees visions of its own death. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The hound makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Reactions
Threshold Guardian. When a creature teleports or moves through a portal, doorway, or other threshold within 30 feet of the hound, the hound can move up to half its speed and make one Bite attack against that creature.
Legendary Actions
The hound can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The hound regains spent legendary actions at the start of its turn.
- Shadow Step. The hound teleports up to 30 feet to an unoccupied space it can see.
- Baleful Glare. One creature the hound can see within 30 feet must succeed on a DC 13 Wisdom saving throw or be unable to willingly move closer to the hound until the end of its next turn.
- Bite (Costs 2 Actions). The hound makes one Bite attack.
Tactics
A Hound of Hecate opens combat with Spectral Baying to scatter or terrify enemies, then uses Crossroads Step to isolate vulnerable prey. It harasses spellcasters first, employing silence to disrupt their magic, while striking frightened foes with spirit-rending bites. If pressed, the hound vanishes into shadow with Shadow Step, reappearing at thresholds to renew its assault. When serving witches or warlocks, it acts as a tireless sentinel, guarding rituals and crossroads until every trespasser is brought low.
Hound of Hecate

Large Outsider (spirit, neutral)
Init +3; Senses darkvision 120 ft.; Perception +15
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 102 (12d10+36)
Fort +8, Ref +8, Will +9
DR/Immunities/Resistances: DR —; Immune psychic; Resist cold 10, fire 10, necrotic 10
Defensive Abilities: —
OFFENSE
Speed 50 ft.
Melee bite +12 (2d6+4 plus 1d6 necrotic)
Space/Reach 10 ft./5 ft.
Special Attacks Spectral Baying 1/day (DC 14 Will), Soul Bite, Crossroads Step
Spell-Like Abilities (CL 7th; concentration +9)
- At will—detect evil, detect magic, thaumaturgy
- 3/day—misty step, silence
- 1/day—fear (DC 14), phantasmal killer (DC 14)
STATISTICS
Str 18, Dex 16, Con 16, Int 8, Wis 16, Cha 14
Base Atk +12; CMB +18; CMD 31
Feats Improved Initiative, Multiattack, Weapon Focus (bite), Iron Will
Skills Perception +15, Stealth +12, Survival +12
SPECIAL ABILITIES
Keen Soul Scent (Ex): Detects creatures with souls within 60 ft., ignoring invisibility, illusions, and disguises.
Crossroads Step (Su): Swift action; teleport up to 60 ft. from doorways, portals, or crossroads.
Spectral Baying (Su, 1/day; DC 14 Will negates): Frightens creatures within 60 ft. for 1 min and imposes visions of their own death; repeat save at the end of each turn.
Soul Bite (Ex): Bite deals necrotic damage; Fort save DC 14 or reduce max HP by necrotic damage.
TACTICS
Hounds of Hecate open with Spectral Baying, then use Crossroads Step to isolate vulnerable targets. They favor spellcasters and frightened prey, striking from shadow and retreating into mist when pressed. In packs, they coordinate attacks to weaken key enemies.
ECOLOGY
Hounds of Hecate are spectral hunters bound to the goddess of witchcraft and the dead. They appear near crossroads, graveyards, and magical thresholds. They guide wandering spirits and punish desecrators. Summoned by witches, their loyalty remains always with Hecate.
Hellhound of Hecate

This creature appears as a powerfully built dog, with dark-blue fur. A thin, purple layer of energy surrounds them. Their eyes and mouth glow purple.
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Hellhounds of Hecate were created by Hecate herself, obviously, thus they have the innate ability to cast spells and resist them as well. Hellhounds of Hecate are often sent out by the Goddess of Magic to hunt down all those who would defile her temples or attack her clerics. It is said that spells drained by these are transferred to Hecate herself for her own use.
They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds and understand Common and Infernal languages.
Hellhound of Hecate | |
Large outsider (evil, extraplanar) | |
HD | 14d8+112 (175 hp) |
Initiative | +9 |
Speed | 40 ft. |
Armor Class | 28 (+5 Dexterity, +4 mage armor, +10 natural, -1 size) touch 18, flat-footed 23 |
Base Attack/Grapple | +14/+23 |
Attack | Bite +19 melee (2d6+5 plus spell drain/19-20/x2) |
Full Attack | Bite +19 melee (2d6+5 plus spell drain/19-20/x2), and 2 claws +17 (1d8+2) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Breath weapon, spell drain, spell-like abilities |
Special Qualities | Damage reduction 10/good and magic, Darkvision 60 ft., immunity to cold and fire, power of the night, Spell Resistance 24 |
Saves | Fort +17, Ref +14, Will +12 |
Abilities | Strength 20, Dexterity 21, Constitution 26, Intelligence 26, Wisdom 16, Charisma 18 |
Skills | Balance +22, Concentration +25, Escape Artist +22, Hide +18, Intimidate +21, Jump +26, Listen +20, Spot +20, Survival +20, |
Feats | Improved Critical (bite), Improved Initiative, Multiattack, Track, Weapon Focus (bite) |
Environment | Any |
Organization | Solitary or group (5-12) |
CR | 14 |
Treasure | Nothing |
Alignment | Neutral Evil |
Advancement | 15-28 HD (large), 29-42 HD (huge) |
Combat:
Hellhounds of Hecate will always go after spellcasters hoping to drain as many spells as they can before teleporting away. They are particularly most dangerous during as their spells become stronger.
Breath Weapon (Su): Once every 1d6 rounds, a hellhound of Hecate can release a 40 ft. cone of dark purple energy. It deals 6d8 points of unholy damage. Reflex save DC25 halves damage. DC is Constitution-based.
Improved Grab (Ex): If a hellhound of Hecate strikes a Medium or smaller creature with both its claws, it can attempt a grapple check. If successful, it immediately takes them down and pins them. During this time it can spell drain for as long as it maintains a hold. It also gains a +2 bonus to the DC of the ability while pinning them.
Mage armor (Su): The hellhound of Hecate is constantly surrounded in a thin layer of purple energy. This functions as the spell mage armor.
Power of the Night (Su): During the night, a hellhound of Hecate’s spellcasting abilities increases. They gain a +3 profane bonus to their caster level and DC of their spells. When morning comes, they lose this bonus immediately.
Spell Drain (Su): The hellhound of Hecate has the unique ability to drain a spell caster of spells, leaving them unable to defend themselves with magic. Each time a hellhound of Hecate attacks a creature with spellcasting abilities, that creature must succeed a Will save DC 21 or have their number of spells in their highest spell slot reduced by 1d3. On a successful critical hit, it instead reduces the number of spells in their highest spell slot by 1d6.
Against foes with spell-like abilities, the hellhound of Hecate chooses 1d3 (1d6 on a critical hit). spells to drain. If they are pinning a foe while spell drain, they gain a +2 bonus to the DC. These spells are not lost forever. They come back to spellcaster after 24 hours have passed. The spellcaster can then prepare the spells as normal. DC is Charisma-based.
Spell-Like Abilities: CL 14; DC 14 + spell level
- At will – detect good, detect magic, analyze dweomer, fireball, gaseous form, invisibility, lightning bolt, magic missile, see invisibility
- 1/day – greater teleport (self plus 50 pounds), chain lightning