Multiattack. The hellhound makes 2 attacks, two with its claws, or one with its bite and one with its breath.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage
Rotting Breath (Recharge 3). The hellhound exhales a cloud of enchanted rot in a 25-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This beast was once a hellhound, but through the power of necromancy, it has been repurposed for someone or something's purposes. It is at the beck and call of its necromancer, loyal even compared to the other undead. Rotted flesh still clings to it, and its eyes glow with a renewed ferocity. (I liked the idea of an undead hellhound so I made it)
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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