Medium Construct, Neutral
Armor Class 15 (natural armor)
Hit Points 33 (5d8 + 5)
Speed 50 ft.
STR
15 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Infernal Cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

False Appearance. While the clockwork Hellhound remains motionless, it is indistinguishable from a metal statue.

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 feet of the creature and the ally isn't incapacitated.

 

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) 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 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Description

A clockwork hellhound makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of independent reactions to potential threats. The hellhound also makes a great companion. 

Wulfehammer

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