Greater Hell Hound

Large • Fiend • Lawful Evil

Armor Class 17

Hit Points 123 (13d10 + 52)

Speed 50 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)8 (-1)15 (+2)9 (-1)

Saving Throws Str +8, Wis +5

Skills Perception +8

Damage Immunities fire

Senses darkvision 60 ft., passive Perception 18

Languages understands Infernal but can’t speak

CR 7 (XP 2,900; PB +3)

A massive fiery hound with blackened fur, molten cracks along its body, and glowing orange eyes.

Pack Leader. While in a 20-foot emanation originating from the hound, allied hell hounds have advantage on Wisdom saving throws.

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

Multiattack. The hound makes two Bite attacks.

Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.

Cinder Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 30-foot cone. Failure: 31 (7d8) fire damage. Success: Half damage. Failure or Success: Each allied creature inside the area with damage immunity to fire regains 2d10 hit points.

 

BONUS ACTIONS

Terror Howl (Recharges after a Rest). Wisdom Saving Throw: DC 15, each hostile creature in a 60-foot emanation originating from the hound. Failure: The target is frightened until the end of its next turn. While frightened this way, a target is paralyzed. Success: The target becomes immune to this ability for 1 hour. Failure or Success: Each allied hell hound within 60 feet can use its reaction to move up to its speed.

Blazing Dash. The hound moves up to half its speed. If a creature hits it with an opportunity attack during this movement, that attacker is burning.

Greater Hell Hound

Large • Fiend • Lawful Evil

Armor Class 16

Hit Points 76 (9d10 + 27)

Speed 50 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)12 (+1)16 (+4)8 (-1)13 (+1)9 (-1)

Saving Throws Str +6

Skills Perception +8

Damage Immunities fire

Senses darkvision 60 ft., passive Perception 18

Languages understands Infernal but can’t speak

CR 4 (XP 1,100; PB +2)

A massive fiery hound with blackened fur, molten cracks along its body, and glowing orange eyes.

Pack Leader. While in a 20-foot emanation originating from the hound, allied hell hounds have advantage on Wisdom saving throws.

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

Multiattack. The hound makes two Bite attacks.

Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage.

Cinder Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 30-foot cone. Failure: 21 (6d6) fire damage. Success: Half damage. Failure or Success: Each allied creature inside the area with damage immunity to fire regains 1d10 hit points.

BONUS ACTIONS

Terror Howl (Recharges after a Rest). Wisdom Saving Throw: DC 13, each hostile creature in a 30-foot emanation originating from the hound. Failure: The target is frightened until the end of its next turn. While frightened this way, a target is paralyzed. Success: The target becomes immune to this ability for 1 hour. Failure or Success: Each allied hell hound within 30 feet can use its reaction to move up to its speed.

Blazing Dash. The hound moves up to half its speed. If a creature hits it with an opportunity attack during this movement, that attacker is burning.

Greater Hell Hound

Large • Fiend • Lawful Evil

Armor Class 18

Hit Points 168 (16d10 + 80)

Speed 50 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
23 (+6)16 (+3)20 (+5)8 (-1)17 (+3)11 (+0)

Saving Throws Str +10, Wis +7

Skills Perception +8

Damage Immunities fire

Senses darkvision 60 ft., passive Perception 18

Languages understands Infernal but can’t speak

CR 10 (XP 5,900; PB +4)

A massive fiery hound with blackened fur, molten cracks along its body, and glowing orange eyes.

Pack Leader. While in a 20-foot emanation originating from the hound, allied hell hounds have advantage on Wisdom saving throws.

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

Multiattack. The hound makes two Bite attacks.

Bite. Melee Weapon Attack: +10, reach 5 ft. Hit: 19 (3d8 + 6) piercing damage plus 17 (5d6) fire damage.

Cinder Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot cone. Failure: 44 (8d10) fire damage. Success: Half damage. Failure or Success: Each allied creature inside the area with damage immunity to fire regains 3d10 hit points.

BONUS ACTIONS

Terror Howl (Recharges after a Rest). Wisdom Saving Throw: DC 17, each hostile creature in a 60-foot emanation originating from the hound. Failure: The target is frightened until the end of its next turn. While frightened this way, a target is paralyzed. Success: The target becomes immune to this ability for 1 hour. Failure or Success: Each allied hell hound within 60 feet can use its reaction to move up to its speed.

Blazing Dash. The hound moves up to half its speed. If a creature hits it with an opportunity attack during this movement, that attacker is burning.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.