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Hellhound 11B

Lv 4 Demon Steed

[Supernatural, Summonable, Fire, Quadrapedal, Riding]

STR 3+1 (5)

Scale: 1

Target: 4

Race: Demon

DEX 3

Speed: 6m

Face: 2 x 2

R. Background: Traditional

END 3+1 (4)

Toughness:  14/8

Will: 15/9

C. Background: None

INT 2

CR: 6

SPR 4+5 (7)

LV: 4

Attacks:

2 Claws:   +1/6  1d6 + 8 Slashing  Close

Bite:   +1/6 1d6 + 8 Piercing  Close

Breath Weapon: +1/6 1d6 + 7 Heat damage scale 2 cone (4m wide, 4m long)

 

Defences:

4 Block +2   4 Dodge +2  4 Parry +2

Strength Skills:

  1.   +2   Athletics: Spring , Sprint
  2.   +2   Weapon Skill: Mighty Strike , Extra Attack
  3.   +3 Wrestle: Hold , Trip

Dexterity Skills:

  1.   +2 Reflex: Evasion, Lightning reflexes
  2.   +4 Stealth:
  3.   +2 Acrobatics

Endurance Skills:

  1.   +2 Fortitude: March, Mule
  2.   +2 Breath Weapon: Increase Scale, Increased Intensity
  3.   +2 Unarmoured: Unarmoured Combat, Unarmoured Training

Intelligence Skills:

  1.   +4 Combat Expertise
  2.   +4 Perception: Blind Fight, Eagle Eyes, Lowlight Vision, Track
  3.   +4 R Humanities

Spirit Skills:

  1.   +2 Intimidate: Scare, Group intimidate, Intimidate Legion
  2.   +4 Discipline: Resolve, Calm Down, Rapid Calm, Independant
  3.   +3 R Possession: Dominate R , Quick Dominate
  4.   +3 R Shapeshift: Forms (Dog, Jackal), Rapid Shift
  5.   +2 Berserk: Rage, Fearless Rage

Combos:

Pounce: Spring + 2x Attacks

Sic: Hold x3 + Trip

Kill: Mighty Strike, Attack, Spring

Hamstring: Spring + Trip + Hold + Attack

Charge: Attack + Spring + Charge +Mighty Strike

Natural Form:

Claw (1), Fire (0), Strong (1), Armoured (1), Quadrupedal (0), Bite (1), Large (1), Fire Breath (1), Fast (1)

Tactics:

Solo: Hellhounds almost never attack an enemy alone, but if they do, they will attempt to trip it using Hamstring first. If this fails after a few tries, the Hellhound will flee and return at a more opportune moment. If the hamstring succeeds, the Hellhound

Pair: Hellhounds prefer to attack in groups of two, and will split up in larger groups such that two hellhounds attack each enemy. They will move in to flanking positions if possible, where one will trip with Hamstring and the other will draw attention using Pounce. If they succeed in tripping the enemy, one will attempt a Pin using Sic and the other will attempt to finish it off using Kill.

Pack: Hellhounds are almost always found in packs of thirteen, although the pack may be spread over a large area. Hellhounds in large groups split into pairs (see above) to tag team each opponent when possible. If hellhounds have the numbers available, they will send out one or two as a distraction (possibly pretending to hide, only poorly) while the rest of the pack circle around from behind using Stealth to avoid detection. The decoy hounds will use intimidate (by growling menacingly) once spotted. If successful, the prey will flee directly into the hidden dogs.

Mixed Group: In a mixed group of demons, Hellhounds serve more powerful demons as steeds and as hunting dogs.

Description:

An enormous, black hound stands before you, growling menacingly. Its eyes burn a fiery red, and thin black smoke rises from its footsteps.

Hellhounds are horse-sized beasts used by greater demons as hunting animals and sometimes as mounts. They are single-minded in their goals: once sent after prey, they will not stop until either they or their victim is dead. Hellhounds are often sent after those who try to cheat other demons. Mages sometimes summon hellhounds, usually to use as tracker animals, watchdogs, or for intimidation purposes. They do not frequently utilize their shapeshifting abilities, except when sent after a target in a densely populated area, where they will disguise themselves as a stray dog. Hellhounds almost never use their powers of possession. When sent by demons, hellhounds always hunt in packs of thirteen; but few wizards are willing to summon an entire pack of the fearsome beasts.


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