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Weak Hell Hound (PFS 3-07)Creature 2


UncommonLEMediumBeastFiendFire
Source Pathfinder Society Scenario #3-07 The Locked Lodge
Perception +7 (darkvision, scent (imprecise) 60 feet)
Languages Infernal, (can't Speak Any Language)
Skills Acrobatics +6, Athletics +7, Stealth +6, Survival +7
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2

AC 17; Fort +7; Reflex +8; Will +5;
HP 25
Speed 40 feet
Immunities fire
Weaknesses Cold 5

Jaws One Action +11 (+6, +1) to hit (magical) 1d8+2 Piercing + 1d6 Fire + 1d6 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Breath Weapon One Action (divine, evocation, fire)

The hell hound breathes flames that deal 3d6 fire damage to all creatures in a 15-foot cone (DC 17 basic reflex save).

The hell hound can't use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges.


A hell hound's appearance dismisses any doubts as to its infernal origins-flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.