Huge Fiend, Chaotic Neutral
AC 16 (natural armor)    Initiative +5 (15)
HP 94 (8d20 + 14)
Speed 60 ft., Swim 60 ft.
Mod Save
STR 22 +6 +6
DEX 20 +5 +5
CON 19 +4 +4
Mod Save
INT 20 +5 +5
WIS 16 +3 +3
CHA 15 +2 +2
Skills Perception +5, Stealth +3
Immunities Fire, Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 15
Languages Infernal only with owner Understands Infernal but can't speak it
CR 3 (XP 700; PB +2)
Traits

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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.

evaporation. all around the user water evaporates in a 10 feet cube and if the user can nullify the effects if wanted. any creature who is in a ten feet radius, execpt his owner, needs to take 1d10 fire damage

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 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 must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Aganazzar's Scorcher. 

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

fire bolt. 

ou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

fire storm. 

A storm of fire appears within range. The area of the storm consists of up to ten 10-foot cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

fire ball. 

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

investure of flame. 

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

 

Melf's minute meteor. 

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 

Legendary Actions

bob junior gets 3 legendary action per day

hell howl. bob junior howl and summon two wolves made out of flame to do a bite +1d10 fire damage

fire charge. bob junior makes his go in flames and charges at the enemy dealing 1d10 blugeoning damage and 2d20 fire damage. the target need to do a opposing strengh check and if fail the target takes a d20 fire damage and at the start and at the end of the targets turn it needs to do a intelleligence check with a dc 25 if fail the target get deal a d20 fire damage and if succesful the fire stops

Description

Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.

Previous Versions

Name Date Modified Views Adds Version Actions
4/20/2025 11:59:54 PM
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alpet1

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