Squire Richard Cabell — The Hound-Haunted Squire

Squire Richard Cabell — The Hound-Haunted Squire

A cruel Devon squire whose hunting horn calls the Black Dogs bound to his family’s land.

Richard Cabell holds a troubled estate on the edge of Dartmoor. His tenants know him as a relentless collector of rents and a jealous defender of hunting rights. Travellers know the sound of his horn, and the dark shapes that gather beside him when it carries across the moor. Cabell is still alive; the hounds that haunt his name have already found him.

He is a prosperous hunter in practical riding clothes, with a sword at his side and the manner of a man accustomed to obedience. His courtesy lasts until someone questions his family seal, his rents or his right to the land. Then his voice hardens. Beneath that pride lies a fear he scarcely admits to himself: the Black Dogs remember the limits of his authority better than he does.

At a Glance

Region: Devon, England. Occupation: Landholder and hunter. Disposition: Proud, domineering and watchful.

Game Statistics

Squire Richard Cabell — 5.5e / 2024

Medium Humanoid (Human), Lawful Evil

Armour Class 18 (chain mail and shield); Initiative +1 (11); Hit Points 88 (fixed; 11d8 + 33); Speed 30 ft.; Challenge 3 (700 XP; proficiency bonus +2).

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)12 (+1)14 (+2)16 (+3)

Saving Throws Str +5, Wis +4; Skills Animal Handling +6 (expertise; includes riding), Intimidation +7 (expertise), Perception +4; Senses passive Perception 14; Languages English, regional speech.

Traits

Hound Master. Willing allied Black Dogs within 30 feet of Cabell gain a +2 bonus to damage rolls made with their natural weapons. Each hound acts on its own initiative and adds its own XP to the encounter.

Estate Authority. Cabell has Advantage on Charisma checks to request service from those who recognise his authority. Those affected remain free to refuse his requests.

Haunted Reputation (1/Encounter). When a creature within 60 feet hears his Black Dogs for the first time, it must succeed on a DC 14 Wisdom saving throw or have the Frightened condition until the end of its next turn. A creature that succeeds is unaffected by this trait for 24 hours.

Actions

Multiattack. Cabell makes two Longsword attacks.

Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

Call the Pack (Recharge 5–6). Up to two willing allied Black Dogs within 60 feet that can hear Cabell may each use their Reaction to move up to half their Speed without provoking Opportunity Attacks. This ability does not create new creatures.

Bonus Actions

Press the Hunt. One allied Black Dog within 30 feet that can hear Cabell may use its Reaction to make one natural-weapon attack against a creature within its reach.

Reactions

Defend the Master. When an allied Black Dog within 5 feet of Cabell is hit by an attack he can see, Cabell imposes Disadvantage on the next attack made by that attacker before the end of its next turn.

Cabell’s challenge rating excludes his Black Dogs. Each Black Dog uses its own statistics, initiative and XP; the Black Dog’s fifth-edition profile is CR 11.

Squire Richard Cabell — 5e / 2014

Medium humanoid (human), lawful evil

Armour Class 18 (chain mail and shield); Hit Points 88 (fixed; 11d8 + 33); Speed 30 ft.; Challenge 3 (700 XP; proficiency bonus +2).

STR 17 (+3), DEX 12 (+1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 16 (+3).

Saving Throws Str +5, Wis +4; Skills Animal Handling +6 (expertise), Intimidation +7 (expertise), Perception +4; Senses passive Perception 14; Languages English.

Traits

Hound Master. Allied Black Dogs within 30 feet add 2 to damage from their natural weapon attacks. Each hound is a separate creature with its own initiative, hit points, challenge and XP.

Estate Authority. Cabell has advantage on Charisma checks when requesting ordinary service from people who recognise his title. They may refuse, flee or betray him.

Haunted Reputation (1/Encounter). When a creature within 60 feet hears the Black Dogs for the first time, it must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds is immune to this trait for 24 hours.

Actions

Multiattack. Cabell makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Call the Pack (Recharge 5–6). Up to two willing allied Black Dogs within 60 feet that can hear Cabell may each use their reactions to move up to half their speeds without provoking opportunity attacks. No new creatures appear.

Bonus Actions

Press the Hunt. One allied Black Dog within 30 feet that can hear him may use its reaction to make one natural weapon attack against a creature within its reach.

Reactions

Guard the Hounds. When an allied Black Dog within 5 feet is hit by an attack Cabell can see, he can impose disadvantage on the next attack that the same attacker makes before the end of its next turn.

Cabell’s challenge rating excludes his Black Dogs. Each Black Dog uses its own statistics, initiative and XP; the Black Dog’s fifth-edition profile is CR 11.

Squire Richard Cabell — Pathfinder 1e

CR 7; XP 3,200; male human aristocrat 4/fighter 4; LE Medium humanoid (human); Init +5; Senses Perception +10.

Defense

AC 21, touch 12, flat-footed 20 (+7 armour from +1 chainmail, +2 shield, +1 Dex, +1 deflection); hp 66 (fixed; 4d8+4d10+32); Fort +8, Ref +3, Will +9; +1 on saves against fear (bravery).

Offense

Speed 30 ft. (armour training); Melee +1 longsword +12/+7 (1d8+4/19–20); Ranged light crossbow +8 (1d8/19–20); Space 5 ft.; Reach 5 ft.

Hound Master’s Order (Su). Once per round, as a standard action, Cabell can direct one allied Black Dog within 60 ft. to immediately move up to half its speed or make one natural weapon attack by expending that hound’s next available action of the same kind. The order neither creates a hound nor gives it extra actions.

Haunted Reputation (Su; 1/Encounter). A creature within 60 ft. hearing the Black Dogs for the first time must succeed at a DC 15 Will save or be shaken for 1 round. A successful save confers immunity to Cabell’s aura for 24 hours.

Statistics

Str 17, Dex 12, Con 16, Int 12, Wis 14, Cha 16; Base Atk +7; CMB +10; CMD 22.

Feats Improved Initiative, Iron Will, Leadership, Mounted Combat, Power Attack, Ride-By Attack, Toughness, Weapon Focus (longsword).

Skills Diplomacy +10, Handle Animal +10, Intimidate +14, Knowledge (local) +7, Perception +10, Ride +7 (+12 without armour and shield), Sense Motive +9; Languages English, local dialects.

SQ armour training 1, bravery +1.
Combat Gear +1 chainmail, heavy steel shield, +1 longsword, light crossbow with 20 bolts, ring of protection +1; Other Gear estate seal, keys, debts ledger, horn used to rally the pack.

Tactics

Before Combat Cabell calls sentries to watch the estate grounds. During Combat He stays near hounds, issues orders and denies passages rather than fighting alone. Morale He retreats when fewer than two bound hounds answer him or if the party presents verified evidence of the curse’s origin.

Cabell’s challenge rating excludes his Black Dogs. Each Black Dog uses its own statistics, initiative and XP.

Squire Richard Cabell — D&D 3.5e

Size/Type Medium Humanoid (Human)

Classes Aristocrat 4/fighter 4

Hit Dice 4d8+4d10+24 (66 hp, fixed)

Initiative +5

Speed 20 ft. in armour; 30 ft. base

Armour Class 20 (+6 +1 chainmail, +2 heavy shield, +1 Dex, +1 deflection), touch 12, flat-footed 19

Base Attack/Grapple +7/+10

Attack +1 longsword +12 melee (1d8+4/19–20) or light crossbow +8 ranged (1d8/19–20)

Full Attack +1 longsword +12/+7 melee (1d8+4/19–20) or light crossbow +8 ranged (1d8/19–20)

Space/Reach 5 ft./5 ft.

Special Attacks Hound Master’s Order, haunted reputation

Special Qualities Human traits

Saves Fort +8, Ref +3, Will +9

Abilities Str 17, Dex 12, Con 16, Int 12, Wis 14, Cha 16

Skills Diplomacy +10, Handle Animal +10, Intimidate +14, Knowledge (local) +7, Listen +8, Ride +6 (+12 without armour and shield), Sense Motive +9, Spot +8

Feats Improved Initiative, Iron Will, Leadership, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (longsword)

Environment Devon estates and moorland

Organisation Solitary, or with estate guards and Black Dogs

Challenge Rating 7

Treasure +1 chainmail, heavy steel shield, +1 longsword, light crossbow and 20 bolts, ring of protection +1, estate keys, horn, correspondence and records

Alignment Lawful evil

Advancement By character class

Level Adjustment +0

Languages English, local dialect

Special Abilities

Hound Master’s Order (Su). As a standard action, Cabell directs one allied Black Dog within 60 ft. to move up to half its speed or attack with a natural weapon using that hound’s own next available standard action. This order does not summon a hound or grant an extra action.

Haunted Reputation (Su; 1/Encounter). A creature within 60 ft. that hears the Black Dogs for the first time must succeed on a DC 15 Will save or be shaken for 1 round. A successful saving throw prevents further effects from Cabell’s reputation for 24 hours.

Tactics

Before Combat Cabell secures estate approaches with trusted hounds. During Combat He fights defensively while the pack controls the terrain. Morale He withdraws if the hounds cease obeying or evidence threatens the bond.

Cabell’s challenge rating excludes his Black Dogs. Each Black Dog uses its own statistics, initiative and XP; the Black Dog’s listed challenge rating for this edition is 3.

The Black Dogs

Cabell’s supernatural companions are Black Dogs, bound to an ancestral covenant marked by weathered stones. They haunt lonely paths and gather near the disputed boundary after dusk. Their tracks end where the stones stand. This restriction belongs to the Cabell pact: beyond that line, his family’s horn has no claim on them.

The squire commands only those Black Dogs that willingly answer his call. Others watch him in silence or turn away. The covenant forbids his family from driving people or beasts beyond the boundary after dark, yet Cabell has begun claiming the common moor as his private hunting ground. The hounds’ refusal has shaken his confidence. He calls it disobedience; the tenants call it judgement.

A Black Dog can be a terrifying pursuer without attacking everyone it meets. One recently stood between a tenant’s child and danger at a broken gate. The child survived, and the hound vanished before help arrived. Cabell would rather dismiss the tale than explain why a creature associated with his cruelty protected someone from it.

The Missing Charter

An old boundary charter has disappeared shortly before the autumn rent hearing. Cabell wants it recovered, along with the seal impression copied by a tenant. He claims that the document proves his right to hunt across the common moor. Its actual wording preserves the restriction on his family’s night hunts. His relatives guard the older papers, while his tenants know the paths, stones and incidents his officers prefer to ignore.

Cabell offers payment to capable outsiders who can retrieve the charter without stirring the estate against him. He conceals the restriction until confronted with the copied seal or the original wording. Outsiders have an advantage his servants lack: they can speak with the household and the tenants without being recognised as the squire’s agents.

Smugglers have added to the unrest by staging hound sightings to frighten travellers off the moor road. Within three nights they intend to drive away another witness. Their handlers leave boot prints, feed their animals and cross the boundary freely. The Black Dogs leave a different trail. Cabell exploits the confusion to preserve his authority, although he is responsible for neither every sighting nor every act of violence.

Encounters with Cabell

The boundary stone. Black Dogs circle travellers approaching a weathered marker, then stop short of crossing it. The inscription remains legible beneath the moss. A DC 13 Wisdom (Survival) or Intelligence (Investigation) check distinguishes the smugglers’ boot prints from the supernatural tracks that end at the stone; failure still reveals the inscription. The charter, the tracks and the account of the rescued child each offer a route to the truth.

The withheld charter. Cabell receives investigators with controlled courtesy and an offer of work. The wax seal on the missing document matches the tenant’s impression. A patient interview or an authenticated copy exposes the omission without a fight. Proof of the covenant can force a settlement over the land, weaken his hold on the tenants or persuade a Black Dog to abandon him.

The saving hound. A tenant asks for protection after claiming that a Black Dog saved a child. The damaged gate, the child’s account and independent witnesses support the story. Cabell’s family wants the witnesses quiet; the smugglers fear that anyone examining the incident will discover their own tracks.

The false haunting. Smugglers stage a pursuit on the moor road while genuine Black Dogs gather at the boundary. Their deception unravels when their animals pass the stones and the supernatural pack remains behind. The road can be secured by exposing the handlers and protecting the traveller, even while the Black Dogs continue their silent watch.

The estate hunt. Determined to prove that the hounds can be mastered, Cabell plans to capture a Black Dog alive. His estate keys, horse, hunting gear, family papers, boundary maps and old tokens provide the means to organise the hunt. The attempt risks breaking the remaining trust between the squire and the creatures that answer him.

Conduct in Battle

Cabell negotiates before drawing his sword. When threatened, he keeps close to his guards and the Black Dogs already beside him, using their movement to hold narrow paths and deny passage. His horn rallies allies; it does not summon creatures or compel an unwilling guardian. He withdraws when the hounds stop answering or when evidence of the covenant threatens the foundation of his authority.

Related Entries

Historical Inspiration

The Richard Cabell associated with the Dartmoor hound legend was a seventeenth-century landholder, traditionally said to have died in 1677. Historic England records Brook Manor House as dated 1656 and recounts the later legend of hounds surrounding it at his death. The living squire of 1454 is a fictional earlier namesake; his boundary covenant and estate dispute are original fantasy material. The later manor and tomb belong to the historical legend.

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