Hell hounds: Fiery Hunters of the Nine Hells
“Unleashed from the fiery depths of the Nine Hells, these relentless beasts hunt souls and spread terror—will you survive an encounter with a Hellhound?”

Hellhounds are fearsome creatures forged in the infernal fires of the Nine Hells. Their sleek, coal-black fur seems to drink in the light, while their glowing red or molten gold eyes burn with a malevolent intensity. Their massive, muscular bodies are wreathed in flickering flames, and their breath reeks of sulfur and ash. Razor-sharp claws and teeth, capable of tearing through steel, gleam menacingly under their fiery aura, while trails of smoke and embers follow them wherever they tread.
Behavior
Hellhounds are cunning and relentless predators, stalking their prey with unnatural patience and terrifying precision. They are fiercely loyal to their masters—be they devils, dark deities, or sorcerers who have earned their allegiance. Despite their savage nature, they operate with disciplined coordination when hunting in packs. Their behavior is steeped in cruelty, often toying with their quarry before delivering a swift and brutal end.
Habitat
Hellhounds originate from the Nine Hells, a plane of torment and fire, where they serve as enforcers, hunters, and guardians. On the material plane, they are often summoned to act as agents of their infernal masters. When present in the mortal world, they are drawn to places of death, decay, or dark magic—desolate graveyards, abandoned ruins, and hellish battlefields where the stench of blood lingers.
Modus Operandi
Tasked with hunting escaped souls, defiant mortals, or those who have broken infernal pacts, Hellhounds operate with ruthless efficiency. They track their targets by sensing their essence, even across dimensions. Their approach is silent until they are upon their prey, with their ominous howls and fiery presence signaling imminent death. Once they strike, their flames consume both body and soul, leaving little evidence of their victim behind.
Motivation
Hellhounds are creatures of servitude, acting on behalf of devils, malevolent deities, or powerful sorcerers who can summon or bind them. Their primary motivation is loyalty to their masters, carrying out tasks such as retrieving stolen souls, enforcing infernal bargains, or defending sacred infernal sites. Some relish the hunt and destruction they bring, but ultimately, their will is subservient to the commands of their masters.
Hellhounds are the embodiment of infernal wrath, merciless enforcers of the Nine Hells who leave only ash and terror in their wake.
Hell hound 5e
Advanced/Alpha Hellhound 5e
Hell hound 3,5
Hell hound

Medium fiend (outsider), lawful evil
Armor Class: 15 (natural armor)
Hit Points: 45 (6d8 + 18)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 16 (+3) | 6 (-2) | 12 (+1) | 8 (-1) |
Saving Throws: Dex +4, Con +5, Wis +3
Skills: Perception +5, Stealth +4
Damage Immunities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Infernal and Common but cannot speak
Challenge: 3 (700 XP)
Traits
- Fiery Body: A creature that touches the Hellhound or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage.
- Keen Smell and Hearing: The Hellhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics: The Hellhound has advantage on an attack roll against a creature if at least one of the Hellhound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Infernal Tracker: The Hellhound can magically track any creature it has seen or smelled within the last 24 hours, even across planar boundaries.
Actions
- Bite:Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
- Hit: 7 (1d8 + 2) piercing damage plus 7 (2d6) fire damage.
- Fire Breath (Recharge 5–6): The Hellhound 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 on a successful one. Flammable objects that aren’t being worn or carried ignite.
Reactions
- Flame Burst: When a creature within 10 feet of the Hellhound deals damage to it, the Hellhound releases a fiery burst. The attacker must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage.
Tactics
- Coordinated Attack: Hellhounds work together, leveraging Pack Tactics to strike vulnerable targets. They focus on isolating a single enemy, overwhelming them with bites and fiery breath.
- Ambush Predators: Often lurking in shadows or behind obstacles, Hellhounds will ambush prey, opening with Fire Breath to maximize damage.
- Hunting Masters: As relentless trackers, Hellhounds will pursue their targets over vast distances, using their Infernal Tracker ability to ensure their quarry cannot escape.
- Defenders of the Nine Hells: When commanded by devils or powerful spellcasters, Hellhounds defend their charge with fierce loyalty, using their Flame Burst to punish attackers who dare challenge them.
Hell Hound

This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
They are the servants of Set, Hecate and Hel hell hounds do not speak but understand Language.
Tartarian warhounds are coalblack mastiffs the size of draft horses.
Hellhound | Advanced Hellhound ( Sets, Tartarian, Hel 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 Dexterity, +5 natural), touch 11, flat-footed 15 | 22 (-1 size, +2 Dexterity, +7 natural, +6), 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 | Strength 13, Dexterity 13, Constitution 13, Intelligence 6, Wisdom 10, Charisma 6 | Strength 26, Dexterity 14, Constitution 20, Intelligence 4, Wisdom 12, Charisma 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, TrackB Alertness, | Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite) |
Environment | The Underworld | Tartarus, Hel |
Organization | Solitary, pair, or pack (5-12) | Solitary, pair, or pack (1-2 Tartarian warhounds and 5-12 hell hounds) |
Challenge Rating | 3 | 9 |
Treasure | None | None |
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) |
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.
Advanced Hellhound
Advanced 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 warhound deals an extra 1d8 points of fire damage every time it bitesan opponent, as if its bite were a flaming weapon.
HELL HOUND LORE
Originally posted by Eric Cagle
Evandar_TAybara of the Wizards Community forums. On this Thread
Characters with ranks in Knowledge (The planes) can learn more about hell hounds. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Religion) can also be used, but all check DCs increase by 5.
Knowledge (The planes) | |
DC | Result |
14 | This infernal-looking canine is a hell hound. This reveals all outsider traits. |
19 | Hell hounds are consummate trackers and often employ pack tactics. The bite of a hell hound deals additional fire damage and they can breathe fire every few rounds. |
24 | Larger, more powerful versions of the hell hound exist, including the Nessian warhound. They are used as mounts and hunters for the devil princes of the Nine Hells. |
Advanced Hell hound

The Alpha Hellhound is the pinnacle of infernal hound evolution, a monstrous beast bred for the specific purpose of serving the dark deities and lords of the Nine Hells. These creatures are the most formidable of their kind, towering above typical Hellhounds in size, strength, and cunning. Servants of deities like Set, the god of chaos, Hecate, the goddess of magic and night, and Hel, the goddess of death, the Alpha Hellhounds are brutal, intelligent, and relentless in their pursuit of torment and destruction.
Though they do not speak, Alpha Hell hounds understand the infernal languages of Infernal, Abyssal, and even Common to an extent, allowing them to follow complex orders and act as deadly enforcers of their masters’ will. They are used as terrifying mounts and relentless hunters, tracking down enemies, souls for torment, and beings marked for death. These beasts are prized by the devil princes of the Nine Hells, who send them on the most dangerous of missions.
The Alpha Hellhound has several titles across the infernal planes, depending on its form or specific function. In some regions, they are known as Nessian Warhounds, when used as mounts for the most powerful devilish generals, while in other realms, they are called Tartarian Warhounds, recognized by their coal-black fur and monstrous size, resembling mastiffs as large as draft horses. Regardless of their name, all these creatures are bred from the same infernal stock and share the same terrifying abilities, with some taking on even more fearsome traits as they ascend to become legendary figures of war and terror across the Nine Hells.
These creatures are symbols of their infernal masters’ power, ready to unleash destruction and chaos wherever they roam.
Advanced Hell hound
Large fiend (outsider), lawful evil
Armor Class: 17 (natural armor)
Hit Points: 138 (16d10 + 48)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 18 (+4) | 8 (-1) | 14 (+2) | 12 (+1) |
Saving Throws: Dex +7, Con +8, Wis +6
Skills: Perception +9, Stealth +7, Intimidation +5
Damage Immunities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Infernal and Common but cannot speak
Challenge: 8 (3,900 XP)
Traits
- Aura of Flame (10 ft.): At the start of each of the Alpha Hellhound’s turns, creatures within 10 feet take 9 (2d8) fire damage. A creature that touches the Alpha Hellhound or hits it with a melee attack while within 5 feet also takes 9 (2d8) fire damage.
- Keen Smell and Hearing: The Alpha Hellhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Leader: Allied Hellhounds within 30 feet of the Alpha Hellhound gain a +2 bonus to attack and damage rolls.
- Infernal Tracker: The Alpha Hellhound can magically track any creature it has seen or smelled within the last 48 hours, even across planar boundaries.
- Magic Resistance: The Alpha Hellhound has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack: The Alpha Hell hound makes two Bite attacks.
- Bite:Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
- Hit: 14 (2d8 + 5) piercing damage plus 13 (3d8) fire damage.
- Infernal Fire Breath (Recharge 5–6): The Alpha Hellhound exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a successful one. Flammable objects that aren’t being worn or carried ignite.
Legendary Actions
The Alpha Hell hound can take 3 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 Alpha Hellhound regains spent legendary actions at the start of its turn.
- Lunge (Costs 1 Action): The Alpha Hellhound moves up to half its speed and makes a Bite attack.
- Fiery Howl (Costs 1 Action): The Alpha Hellhound lets out a bone-chilling, infernal howl. All creatures within 30 feet must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Hellish Charge (Costs 2 Actions): The Alpha Hellhound moves up to its speed in a straight line toward a creature it can see, ignoring difficult terrain. The first creature it moves through must make a DC 16 Strength saving throw, taking 18 (4d8) fire damage and being knocked prone on a failed save, or half as much on a successful one.
- Molten Roar (Costs 3 Actions): The Alpha Hellhound roars so fiercely that it causes molten flames to burst from the ground in a 20-foot radius centered on itself. Each creature within the radius must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the Alpha Hellhound’s next turn.
Tactics
- Strategic Pack Leader: The Alpha Hellhound commands its pack with cunning, using Pack Leader to ensure its minions hit harder and more often. It focuses its Fire Breath on tightly packed groups to cause maximum devastation.
- Ambush and Flanking: The Alpha Hellhound will use its Lunge legendary action to close gaps and ensure it flanks enemies with its pack, ensuring advantage on attacks.
- Aura of Destruction: The Aura of Flame ensures that enemies attacking the Alpha will take damage, while its large size and strength allow it to dominate the battlefield.
- Battlefield Control: The Alpha Hellhound uses Hellish Charge to knock back and disrupt enemy lines, forcing them into disarray and triggering its pack’s attacks.
- Terrorizing Roar: The Fiery Howl is used to disorient and scatter enemies, creating openings for the Hellhound and its pack to capitalize on.