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D&D 5th Edition

Compendium

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Hell Hound

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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

Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally 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): The hound 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 damage on a successful one.

Attributes

Hell Hound

Medium fiend, Lawful Evil
  • Armor Class 15 (Natural Armor)
  • Hit Points 45 (7d8+14)
  • Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
  • Skills Perception +5
  • Damage Immunities Fire
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages Understands Infernal But Can't Speak It
  • Challenge 3 (700 XP)
  • Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage plus (2d6)fire damage.
  • Fire Breath (Recharge 5-6). The hound 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 damage on a successful one.