Hell Hound — Infernal Pack Hunter and Fiery Sentinel

A hell hound prowls beneath a fiery sky, its ember-lit jaws open to breathe flames
Hell hound — fire-breathing sentry of the Lower Planes.

Infernal pack hunter · Fire-breathing sentinel · Bound guardian of the Lower Planes

Hell Hound at a Glance

CreatureHell hound, fire-breathing infernal pack hunter
Size and typeD&D 2024/2014: Medium fiend; Pathfinder and 3.5e: Medium lawful evil fire outsider
TemperamentDisciplined, territorial, relentless; obedient to a binding, dangerous when unbound
RolePack flanker, scent-tracker and fire-breathing sentinel
SignatureFiery bite, cone of fire and coordinated pack pursuit
HabitatIron gates, ash plains, infernal kennels, lava-lit mountain passes
Campaign RangeAvernus and the Nine Hells; summoned onto the mortal world, including England
ChallengeHell hound CR 3 in all four editions; Nessian warhound CR 9 in all four editions (fifth-edition versions are campaign adaptations)

Rules by Edition

The hound’s bite, breath and fighting rhythm vary between rules editions. Use each edition’s own profile; the warhounds are different, stronger monsters.

Hell Hound — D&D 5.5e / 2024

Medium Fiend, Lawful Evil

AC 15; Initiative +1 (11)
HP 58 (9d8 + 18); Speed 50 ft.

STRDEXCONINTWISCHA
17 (+3)12 (+1)14 (+2)6 (−2)13 (+1)6 (−2)

Skills Perception +5
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 15
Languages Understands Infernal but cannot speak
CR 3 (700 XP; PB +2)

Traits

Pack Tactics. The hound has Advantage on an attack roll against a creature when at least one ally of the hound is within 5 feet of the creature and that ally does not have the Incapacitated condition.

Actions

Multiattack. The hound makes two Bite attacks.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.

Hell Hound — D&D 5e / 2014

Medium fiend, lawful evil

Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.

STRDEXCONINTWISCHA
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 cannot speak
Challenge 3 (700 XP); PB +2

Traits

Keen Hearing and Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Advantage on an attack roll against a creature if an ally is within 5 feet of that target and 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). Each creature in a 15-foot cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on failure or half as much on success.

Hell Hound — Pathfinder 1e

HELL HOUND CR 3 · XP 800 · LE Medium outsider (evil, extraplanar, fire, lawful)

Init +5; Senses darkvision 60 ft., scent; Perception +7

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune fire; Weaknesses vulnerability to cold

Offense

Speed 40 ft.
Melee bite +5 (1d8+1 plus 1d6 fire)
Special Attacks breath weapon (10-foot cone; once every 2d4 rounds; 2d6 fire damage, Reflex DC 14 half)

Statistics

Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 16 (20 vs. trip)
Feats Improved Initiative, Run
Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; racial bonus +5 Stealth
Languages Infernal (cannot speak)

Ecology

Environment any (Hell); Organization solitary, pair or pack (3–12); Treasure incidental

Special Abilities

Breath Weapon (Su). Once every 2d4 rounds, the hound exhales a 10-foot cone dealing 2d6 fire damage (Reflex DC 14 for half). The DC is Constitution-based.

Fiery Bite (Su). Each successful bite deals 1d6 additional fire damage, already included above.

Scent (Ex). The hound can follow a fresh trail without sight and relies on packmates to cut off a fleeing enemy.

Hell Hound — D&D 3.5e

Size/TypeMedium Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice4d8+4 (22 hp)
Initiative+5
Speed40 ft. (8 squares)
Armor Class16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple+4/+5
AttackBite +5 melee (1d8+1 plus 1d6 fire)
Full AttackBite +5 melee (1d8+1 plus 1d6 fire)
Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, fiery bite
Special QualitiesDarkvision 60 ft., immunity to fire, scent, vulnerability to cold
SavesFort +5, Ref +5, Will +4
AbilitiesStr 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
SkillsHide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
FeatsImproved Initiative, Run, Track (bonus)
EnvironmentA lawful evil-aligned plane
OrganizationSolitary, pair or pack (5–12)
Challenge Rating3
TreasureNone
AlignmentAlways lawful evil
Advancement5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment+3 (cohort)

Combat

Hell hounds divide their enemies: one pack member snaps and retreats to draw travellers into range while the others cut off escape. Their natural attacks count as lawful- and evil-aligned when overcoming damage reduction.

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

Fiery Bite (Su). The bite inflicts an extra 1d6 fire damage.

Skills. +5 racial bonus on Hide and Move Silently checks; +8 racial bonus on Survival checks made to track by scent.

Nessian Warhound — Infernal Heavy Hound

A Nessian warhound is a draft-horse-sized infernal mastiff whose coal-black coat smoulders beneath enchanted chain barding. Greater than the common hell hound, it guards the gates and war roads of Avernus and leads lesser packs into battle. Its jaws burn, and its breath can engulf a crowded passage. The warhound commands respect through size, discipline and ferocity rather than supernatural command over its pack.

A gigantic coal-black Nessian warhound in spiked infernal barding guards a fiery fortress in Avernus
Nessian warhound — armoured infernal guardian of the war roads.

Nessian Warhound at a Glance

CreatureNessian warhound, great armoured infernal mastiff
Size and typeLarge fiend in fifth edition; Large outsider (evil, extraplanar, fire, lawful) in Pathfinder 1e and D&D 3.5e
TemperamentRelentless, disciplined and fiercely protective of its assigned post
Combat roleArmoured gate guardian, heavy pack hunter and infernal siege-hound
Signature attackPowerful fiery bite and a devastating cone of fire
HabitatFortified gates, infernal kennels, war roads, furnace strongholds
Campaign RangeAvernus and the Nine Hells; the mortal world when summoned or bound
ChallengeCR 9 in each of the four edition presentations

The fifth-edition warhounds are campaign adaptations. Pathfinder 1e and D&D 3.5e use their respective published statistics; unlike the fifth-edition warhounds, both older-edition versions are vulnerable to cold.

Nessian Warhound — D&D 5.5e / 2024

Large Fiend, Lawful Evil

AC 17 (infernal chain barding); Initiative +2 (12)
HP 168 (16d10 + 80); Speed 50 ft.

STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)4 (−3)12 (+1)6 (−2)

Skills Perception +5, Survival +5
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 15
Languages Understands Infernal but cannot speak
CR 9 (5,000 XP; PB +4)

Traits

Pack Tactics. The warhound has Advantage on an attack roll against a creature when at least one of its allies is within 5 feet of the creature and that ally does not have the Incapacitated condition.

Actions

Multiattack. The warhound makes two Bite attacks.

Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage plus 7 (2d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 35 (10d6) Fire damage. Success: Half damage.

In Battle. The warhound corners its quarry against gates and walls, then exhales fire across clustered enemies. Smaller hell hounds drive prey into the path of its breath. It obeys binding commands but does not abandon a strategic post lightly.

Nessian Warhound — D&D 5e / 2014

Large fiend, lawful evil

Armor Class 17 (infernal chain barding)
Hit Points 168 (16d10 + 80)
Speed 50 ft.

STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)4 (−3)12 (+1)6 (−2)

Skills Perception +5, Survival +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but cannot speak
Challenge 9 (5,000 XP); proficiency bonus +4

Traits

Keen Hearing and Smell. The warhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The warhound has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of that creature and the ally isn’t incapacitated.

Actions

Multiattack. The warhound makes two bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The warhound exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Tactics. The warhound advances behind a line of lesser hounds, uses its breath when it can catch several opponents, and then closes to bite survivors. It is too valuable a guard to waste on a reckless chase unless commanded.

Nessian Warhound — Pathfinder 1e

NESSIAN WARHOUND CR 9 · XP 6,400 · LE Large outsider (evil, extraplanar, fire, lawful)

Init +6; Senses darkvision 60 ft., scent; Perception +12

Defense

AC 24, touch 11, flat-footed 22 (+6 armour, +2 Dex, +7 natural, −1 size)
hp 126 (12d10+60)
Fort +13, Ref +10, Will +5
Immune fire; Weaknesses vulnerability to cold

Offense

Speed 40 ft.
Melee bite +20 (2d6+12/19–20 plus 2d6 fire)
Space/Reach 10 ft./10 ft.
Special Attacks breath weapon (30-foot cone; once every 1d4 rounds; 10d6 fire damage, Reflex DC 21 half)

Statistics

Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
Base Atk +12; CMB +21; CMD 33 (37 vs. trip)
Feats Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth), Skill Focus (Survival), Weapon Focus (bite)
Skills Acrobatics +16, Perception +12, Stealth +21, Survival +18; racial bonus +5 Stealth
Languages Infernal

Ecology

Environment any (Hell); Organization solitary, pair or pack (3–6); Treasure standard (+2 chain shirt barding)

Special Abilities

Breath Weapon (Su). This large warhound exhales a 30-foot cone of flame for 10d6 damage, Reflex DC 21 half, every 1d4 rounds.

Fiery Bite (Su). It deals 2d6 fire damage in addition to its heavy bite.

Nessian Warhound — D&D 3.5e

Size/TypeLarge Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice12d8+60 (114 hp)
Initiative+6
Speed40 ft. (8 squares)
Armor Class24 (−1 size, +2 Dex, +7 natural, +6 from +2 chain shirt barding), touch 11, flat-footed 22
Base Attack/Grapple+12/+24
AttackBite +20 melee (2d6+12/19–20 plus 1d8 fire)
Full AttackBite +20 melee (2d6+12/19–20 plus 1d8 fire)
Space/Reach10 ft./10 ft.
Special AttacksBreath weapon, fiery bite
Special QualitiesDarkvision 60 ft., immunity to fire, scent, vulnerability to cold
SavesFort +13, Ref +10, Will +9
AbilitiesStr 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6
SkillsHide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3
FeatsAlertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
EnvironmentA lawful evil-aligned plane
OrganizationSolitary, pair or pack (1–2 Nessian warhounds and 5–12 hell hounds)
Challenge Rating9
Treasure+2 chain shirt barding
AlignmentAlways lawful evil
Advancement13–17 HD (Large); 18–24 HD (Huge)
Level Adjustment+4 (cohort)

Combat

A Nessian warhound is a draft-horse-sized infernal mastiff, normally armoured in an enchanted chain shirt. Its bite counts as lawful and evil to overcome damage reduction.

Breath Weapon (Su). 10-foot cone once every 2d4 rounds, dealing 3d6 fire damage (Reflex DC 21 half).

Fiery Bite (Su). The bite inflicts an extra 1d8 fire damage.

Appearance

Something shifts beneath the iron arch: a low animal with a coat like blackened cinders and eyes that glow as hot as forge doors. Sparks fall from its teeth. Every breath smells of sulphur and seared metal, and its paws leave red-hot tracks on the cold road.

Most hell hounds resemble lean, heavy-shouldered mastiffs or wolves. Greater warhounds bred to guard infernal generals tower over them, often wearing blackened armour.

Hell hound watches a dark road with ember-lit jaws
A lone hunter watches a darkened road.

Where Hell Hounds Are Found

Infernal hell hounds run in packs along the ash roads of Avernus, where they guard gates, barracks and chains of watchposts. Others hunt freely near volcanic mountains. A hound enters the mortal world when bound by a summoner or let through a planar breach.

Fire giants prize them as guardians that can endure furnaces and lava. Summoners may use one to catch an oathbreaker or guard a chamber beyond ordinary soldiers’ endurance. Yet a hell hound is not an ordinary dog: obedience may end when its master breaks the terms of its binding.

It differs from the Black Shuck, the black dog and Cerberus, which have their own legends and powers.

Behaviour

A hunting pack spreads out quietly, letting the leading hound show itself while others circle downwind. A lone guardian lies behind a ruined gate, watching intruders with open eyes until they cross the mark it has been ordered to defend. A wounded hunter withdraws toward its pack if allowed; one magically commanded to remain may fight until the ward is broken. Hounds guarding food or young are less willing to abandon their ground.

Signs and Warnings

Scorched pawprints, warm rocks on a freezing night, smoke without flame, a sulphurous breath drifting through a doorway, and an abrupt silence among nearby animals reveal its approach.

If Violence Starts

One hell hound snaps at the nearest traveller, drawing that person towards its hidden packmates. It breathes fire when several enemies are together, rather than wasting its attack on a single defender. Two or more hounds then close from opposite sides to exploit pack tactics. Their fire immunity makes burning ground a useful refuge for them.

A 2024 hell hound can make two bites in one Multiattack; the 2014 hound ordinarily bites once. Pathfinder and 3.5e hounds must wait 2d4 rounds between breaths, rather than recharging on a die roll. A free hound retreats if seriously injured; a bound sentinel may be compelled to stay.

Counterplay and Escape

Spread out. A hell hound wants several enemies in one fire cone. A company that scatters, advances under cover or attacks from separated positions gives the pack fewer targets. Do not confuse its fiery appearance with a constant damaging aura: the ordinary hound has none.

Break the pack. Its Pack Tactics in both fifth-edition versions requires an ally beside the target. Isolating a hound or blocking access to its companions denies that advantage. In Pathfinder and 3.5e, watch for flanking and for a decoy driving travellers toward hidden hunters.

Choose the right defence. Fire resistance protects against the breath and fiery bite, but the bite still deals physical damage. The Pathfinder and D&D 3.5e hounds are vulnerable to cold; the 2024 and 2014 hounds are not. In the older editions, count rounds between breaths; in fifth edition, check for recharge each turn.

Find the binding. A guardian may be required to defend a particular arch, seal or prisoner. Learning what it protects, approaching from another direction or negotiating with its master can be safer than fighting an entire pack.

Using Hell Hounds in Play

The Ash-Mark GateThe gatehouse door is warm in the snow. A summoner has set a lone hell hound behind it while discussing terms with a prisoner. The party can learn the command word or seek another entrance.
The False FlightOne beast runs ahead of a caravan and howls from a narrow rock cutting. Its companions are already concealed in the rocks. The muddy tracks expose the ambush to careful scouts.
The Broken CommandA hound still guards a ruined tower decades after its master disappeared. Its orders name a heraldic crest, not a particular person. The characters can approach bearing the crest or sever the binding.
Kennels by the ForgeA fire giant keeps a pack beside a forge that no ordinary guard can enter. Prisoners know the feeding schedule and a cramped ash chute past the kennels.

Encounter Scale

A single CR 3 hell hound can cause serious trouble to a low-level company; several are far more dangerous because their fire cones cover multiple passages and they flank together. Use retreat routes, ruined walls and visible scorch marks. A Nessian warhound is CR 9 in every edition shown here and is much more dangerous than the standard CR 3 creature. Its heavy barding, powerful bite and wider fire breath make open ground and narrow gates especially dangerous. The fifth-edition warhound uses bespoke campaign statistics, not the ordinary hound’s challenge rating.

A fiery infernal hound crosses a rock-strewn pass
Hell hounds may be sent to patrol infernal passes.

What Adventurers Know

Pathfinder 1e. A Knowledge (planes) check normally identifies a CR 3 hell hound at DC 13 (10 + CR). A commonplace creature may need only DC 8; a particularly rare one may require DC 18 or more. Each 5 points above the required DC reveals another useful detail, such as its fiery bite, cold vulnerability or disciplined pack hunting.

D&D 3.5e. Knowledge (the planes) DC 14 (10 + 4 Hit Dice) identifies a normal hell hound and recalls one useful fact; every 5 points above DC 14 reveals another. A Nessian warhound has 12 Hit Dice and normally requires DC 22 to identify in its own right.

Fifth edition. Hell hounds are immune to fire but do not have a listed vulnerability to cold. Pathfinder 1e and D&D 3.5e hell hounds do have that vulnerability. A successful check should reveal useful clues rather than a verbatim stat block.

Adventure Hooks

The Hound That Will Not Leave

A merchant discovers a fire-eyed animal waiting outside every inn where he sleeps. It attacks thieves but never bites him. An infernal contract hidden among the merchant’s ledgers names its actual quarry. The party can expose the merchant’s bargain, free the hound or negotiate a new command.

Embers Beneath the Bridge

Travellers report smoke coming from beneath a stone bridge. The pack there is guarding a secret tunnel to an abandoned smelting works. Its summoner has disappeared. The characters can approach through the dry culvert, seek a binding seal or lure the pack out into the open.

The Iron Kennel

A fire giant chieftain has died, but its great warhound remains beside the armour holding a vital dispatch. The party needs that message before the giant’s enemies reach the fortress. A false command, an alternative entrance or a pact with the successor may avoid direct battle.

Mythological and Historical Context

Stories of supernatural guardian hounds occur in several traditions. Cerberus guards the realm of Hades, while Garm is a different Norse guardian. The Hound of Hecate has its own identity. A fire-breathing infernal pack hunter is not automatically one of these creatures.

Infernal warlords and powerful magicians sometimes call a hound in the service of Set, Hecate or Hel; a temporary master does not make the hound an incarnation of that deity.

The historical Beast of Gévaudan belongs to a much later record of wolf attacks in eighteenth-century France. The contemporary print on this page reflects the fear of unusually aggressive predators, not proof of supernatural fire-breathing animals.

Beast of Gévaudan — background.

Historic print depicting a violent wolf attack during the Beast of Gévaudan scare
Historic printed depiction associated with the Beast of Gévaudan.

After the Encounter

Slain hell hounds leave scorched bone, ash and a lingering smell of hot iron rather than hoarded coins. Their iron collars or tags may reveal a master’s seal, patrol route or command word. A living hound can be more valuable—and more difficult to contain—than any treasure it guards.

A huge black infernal hound stands amid ash and flames
Infernal warhounds are far more formidable than ordinary pack hunters.

Related Creatures and Places

Outsiders · Avernus · Fire giant · Cerberi · Cerberus · Hound of Hecate · Black Shuck · Garm · Scent

Video References

What Hellhounds Reveal about Humans’ Oldest Companion — Monstrum explores guardian hounds and the human relationship with dogs. Black Dogs — The Terrifying Hellhounds from British Legends surveys regional black-dog traditions; these are folklore parallels rather than interchangeable monsters.

Sources and Licensing

D&D 2024: Hell Hound in the 2024 Monster Manual and SRD 5.2.1. D&D 2014: Basic Rules, Monster Stat Blocks (H). These versions use different hit points, bite damage, breath damage and action economy.

Pathfinder 1e: Pathfinder Bestiary — Hell Hound and Nessian Warhound (Paizo Inc.). D&D 3.5e: D&D 3.5 SRD — Hell Hound and Nessian Warhound (Open Game License v1.0a). The D&D 2024 and D&D 2014 Nessian Warhound statistics are campaign adaptations, not official fifth-edition monster entries. Pathfinder 1e and D&D 3.5e use their respective published Nessian Warhound rules.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at D&D Beyond. SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. Surrounding campaign text and presentation have been adapted.

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