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.
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)|
|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|
|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|
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)|
|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)|
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
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)|
|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.|