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Hell Hound

Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat.

magical-beast fire chaotic planar guardian lawful-evil

Old-School Essentials Classic Fantasy

OSE

Armor Class4 [15]
Hit Dice3 to 7* (13 / 18 / 22 / 27 / 31hp)
Number Appearing2d4 (2d4)
Attacks1 × bite (1d6) or 1 × breath (1d6 per HD)
THAC0By HD (17 [+2] to 13 [+6])
Movement120' (40')
Saving ThrowsBy HD
Morale9
AlignmentChaotic
XP50 / 125 / 300 / 500 / 850
Treasure TypeC
Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat. Dwell in dungeons or near volcanoes.

Special Abilities

Fire breath: 2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.
Fire immunity: Unharmed by non-magical fire.
Detect invisible: 75% chance per round. 60’ range.
Pets: Sometimes found with other creatures with an affinity for fire.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License

Other Sources

OSRIC
Armor Class4
Hit Dice4 to 7
Number Encountered2d4
Attacks1
Damage1d10
Move120-ft
AlignmentLawful evil
IntelligenceLow
XP4 HD: 4/75+4/hp; 5 HD: 5/110+5/hp; 6 HD: 6/160+6/hp; 7 HD: 7/225+8/hp
Treasure Type1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), 2 magic items (10%)
SizeMedium
FrequencyVery rare
Lair30%

Hell hounds are not native to the material plane; they are brought here by others to serve as guard dogs. These beasts have their normal bite but they can also breath fire up to 10-ft. Their breath’s damage equals in hit points their hit dice. Thus a 6 hit dice hell hound breathes fire that does 6hp damage, unless the opponent saves vs breath weapons for half damage.

Because hell hounds can move so quietly they surprise on a roll of 1-4. They can only be surprised on a roll of 1 due to their own sharp senses. Their own vision is so sharp that 50% of the time they can spot hidden or invisible creatures. These fiendish dogs are dark reddish in colour with glowing red eyes and black mouths.

Special Abilities

Breathe fire: Can breathe fire up to 10-ft. Breath damage equals their hit dice in hit points (save vs breath weapons for half damage).
Stealthy: Surprise on a roll of 1-4.
Sharp senses: Can only be surprised on a roll of 1. 50% of the time can spot hidden or invisible creatures.