Hellhound: Difference between revisions

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=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 40 ft.
'''Speed''' 30 ft., Softpaws


'''Single Melee''' Bite +11 (2d6+2/x2)
'''Single Melee''' Bite +11 (2d6+2/x2)
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=== STATISTICS ===
=== STATISTICS ===
Str <span style="color:#0000FF"><###></span>, Dex <span style="color:#0000FF"><###></span>, Con <span style="color:#0000FF"><###></span>, Int <span style="color:#0000FF"><###></span>, Wis <span style="color:#0000FF"><###></span>, Cha <span style="color:#0000FF"><###></span>  <span style="color:#0000FF"><copy from source></span>
Str 14, Dex 14, Con 16, Int 2, Wis 17, Cha 10


'''Base Atk''' +7; '''CMB''' +13; '''CMD''' 25
'''Base Atk''' +7; '''CMB''' +13; '''CMD''' 25


'''Feats''' <span style="color:#0000FF"><pick one or two thematically relevant feats; avoid complicated ones.></span>
'''Feats''' [[Big Game Hunter]]


'''Skills''' <span style="color:#0000FF"><choose only if relevant, values around 1.5 x creature’s CR></span>
'''Skills''' Survival 15


'''Languages''' <span style="color:#0000FF"><copy from source></span>
'''Languages''' -




=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
Basic monsters typically have up to one special ability.  Named monsters could have three to five special abilities.


Often, the converted creature's special abilities should just be carried forward, with the numeric values adjusted using the numbers above.
Softpaws: With light steps and surefootedness, the Hellhound ignores rough terrain


Be aware, however, that you don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Some creatures you convert may have dozens of listed abilities in their source materialJust pick a few of the most interesting ones to make the fight memorableYour named monsters should be able to do something interesting each round, though there's no rule it has to be a different interesting thing each round.
Fire Shield: Any creature that begins their turn adjacent to or uses a melee attack against the Hellhound takes 1d6 of fire damage.
 
Fiery Breath: Once per round, as a swift action, the Hellhound may breath forth a fifteen foot cone of flame or a thirty foot line of flame, as they wishThis flame does 1d6 of fire damage to those caught in the area of effectIf the Hellhound successfully bit a foe and then breaths on them, they receive no saving throw against this damage.  All other victims may make a Reflex saving throw at a DC of 16.


Named monsters can also have 1 or even 2 action points, even if they have no role. Note that you can never spend more than 1 action point in a single round.


Any special abilities which have a save DC should have '''the DC set to 16'''.




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=== COMBAT TACTICS ===
=== COMBAT TACTICS ===


Dire rats are animals, but they have a surprising amount of wisdom.  Their tactics usually boil down to 'charge and bite' or 'flank and power attack.' If they have inflicted a good number of bites, dire rats are perfectly willing to flee and come back in a few days to see what's died from their filth fever.
Hellhounds are animals but their wisdom is extremely highThey use good pack tactics, are quite sly, and will use their attacks intelligentlyThey are immune to their own breath weapons, so they will breathe with abandon.  Their Big Game Hunter feat makes them effective against large prey, and their high Survival allows them to track prey even without access to more esoteric senses.  They will breath fire from range whenever possible to soften up foes, then run into melee and use their fire shields to damage as many foes as possible.

Revision as of 03:24, 30 March 2014


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Hellhound (CR 7)

Coal black dogs wreathed in hellish flame, hellhounds are monstrous beasts often found as pets of the mighty and dreadful. On the Prime Material, Hellhounds in the wild can be found in wastelands, deserts, barren mountains, volcanoes, etc. They are hardy, canny, and good hunters. Hellhounds typically lair within a badland and raid out to search for prey. Hellhounds view humans and other humanoids as prey, along with domestic animals, children of all species, and pretty much anything else they can catch. Hellhounds can also gain sustenance from fires, and a pack of hellhounds moving into a forest will soon reduce it to a wasteland unless they are stopped.


GENERAL

CR 7 Hit Dice 10

XP 3,200

Lawful Evil, Medium, Magical Beast

Init +3; Senses Perception +11


DEFENSE

AC 25, touch 15, flat-footed 20 (+5 dex, +10 armor)

hp 82

Fort +10, Ref +6, Will +6

Special Defenses Fire Shield, ER 20/fire


OFFENSE

Speed 30 ft., Softpaws

Single Melee Bite +11 (2d6+2/x2)

Full Melee Bite +11 (2d6+2/x2), 2x Claws +11 (2d4+2/x2)

Ranged -, but see Fiery Breath

Special Attacks Fire Shield, Fiery Breath

Action Points 0

STATISTICS

Str 14, Dex 14, Con 16, Int 2, Wis 17, Cha 10

Base Atk +7; CMB +13; CMD 25

Feats Big Game Hunter

Skills Survival 15

Languages -


SPECIAL ABILITIES

Softpaws: With light steps and surefootedness, the Hellhound ignores rough terrain

Fire Shield: Any creature that begins their turn adjacent to or uses a melee attack against the Hellhound takes 1d6 of fire damage.

Fiery Breath: Once per round, as a swift action, the Hellhound may breath forth a fifteen foot cone of flame or a thirty foot line of flame, as they wish. This flame does 1d6 of fire damage to those caught in the area of effect. If the Hellhound successfully bit a foe and then breaths on them, they receive no saving throw against this damage. All other victims may make a Reflex saving throw at a DC of 16.



TREASURE

Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a sell value of approximately 2,375 gp at this CR.


COMBAT TACTICS

Hellhounds are animals but their wisdom is extremely high. They use good pack tactics, are quite sly, and will use their attacks intelligently. They are immune to their own breath weapons, so they will breathe with abandon. Their Big Game Hunter feat makes them effective against large prey, and their high Survival allows them to track prey even without access to more esoteric senses. They will breath fire from range whenever possible to soften up foes, then run into melee and use their fire shields to damage as many foes as possible.