AC 15 (natural armor)
HP 52 (7d8 + 21; bloodied 26)
Speed 50 ft.
Proficiency +2; Maneuver DC 13
Skills Perception +3 (+1d4)
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak
Keen Hearing and Smell. The hound has advantage on Perception checks that rely on hearing and smell.
Lawful Evil. The hound radiates a Lawful and Evil aura.
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and not incapacitated .
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 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 makes a DC 12 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Combat
The hound attacks with its fire breath when it’s available. It chases down enemies who try to flee.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Hell hounds are fiendish, supernatural dogs that guard places of religious significance. Mortal spellcasters summon them to serve as watch dogs or to hunt down their foes.
DC 15 Fire can’t harm a hell hound. In fact, hell hounds exhale gouts of flame to incinerate their enemies.
DC 20 Hell hounds are inherently evil, but when a good-aligned deity commands them, they must obey.
To the right hand of the gods sit the saviors and scourges of mortals, and to the gods’ left sit their dogs—the hell hounds. Protectors of the boundary between life and death, hell hounds serve many of the gods, archfey, and demon lords who preside over the afterlife.
Many Masters. Hell hounds guard profane sites, such as gateways to Hell, but they are most infamous for hunting down mortals who anger their masters. Blowing eerie hunting horns, fey lords ride forth with packs of ravening hell hounds at their heels. Infernal armies breed hell hounds to supplement their ground troops, and evil wizards summon them to guard their inner sanctums.
1 Lapping up lava from a glowing crack in the ground
2 Eating a charred humanoid
3 Setting a fire
4 Baying as they chase a terrified humanoid
1 Large canine footprints
2 Smell of brimstone
3 Distant growling barks
4 Charred, half-eaten humanoid
Hell hounds roam Hell and the Abyss, and are often summoned to the Material Plane.
CR 3–4 hell hound
CR 5–10 2 hell hounds ; hell hound with 1d6 death dogs
CR 11–16 3 hell hounds with cambion , fey knight , or mage
Treasure black elven chain studded with bloodstones; horn of blasting
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.