Hell Hound (CR 3)
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +5, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +5
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d8+1 plus 1d6 fire
Special Attacks/Actions: Breath weapon, fiery bite
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Special Qualities: immunity to fire, vulnerability to cold
Feats: Improved Initiative; Run; Track
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, and Survival +7*
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, pair, or pack (5-12)
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds; damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable materials within the cone, Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Hellhounds receive a +5 racial bonus to Hide and Move Silently checks. They also receive a +8 racial bonus to Spot checks and Survival checks when tracking by scent, due to their keen sense of smell.
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).