Keen Hearing and Smell. The hound has advantage on 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.
Alpha's Howl. Over the course of a round, the Alpha turns its head towards the sky and begins to howl. If its allies are nearby, they take advantage on all attack rolls until the howl ends at the beginning of the Alpha's next turn. If no allies are present, the howl summons two Hell Hounds to the Alpha's side.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 14 (3d6) 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 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Hellish Rebuke (3 charges). When hit by a melee attack, the Alpha expells a 10 ft dome of hellish flames, causing 3d10 fire damage to any creature in the affected area.
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. Alphas are the most domineering of their kin, and the most loyal to their master.
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