Hell Hound Beast of Xvim* (CR 4)
Medium Outsider (Evil, Extraplanar, Fire, and Lawful)
Alignment: Always lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +8, and Spot +8
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 5d8+5 (27 hp); DR: 5/silver or magic
Fort +5, Ref +5, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 2d6+1 plus 1d6 fire
Special Attacks/Actions: Breath weapon, frightful presence (DC 12), feed, smite good (+5), fiery bite
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 10
Special Qualities: fear, poison, and fire immunity, vulnerable to cold
Feats: Improved Initiative; Run; Track
Skills: Hide +14, Jump +13, Listen +8, Move Silently +14, Spot +8, and Survival +8
Climate/Terrain: Any land and underground
The beast's breath weapon (a 30-foot cone of green fire) deals 1d8+1 points of damage.
Skills: The hell hound of Xvim receives a +5 racial bonus on Hide and Move Silently checks. It also receives a +8 racial bonus on Spot checks and Survival checks when tracking by scent.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
This is a sample creature derived from a Template.