Free interactive D&D 5e SRD stat block

Hell Hound

Medium Fiend, CR 3, AC 15, 58 HP. Lawful Evil.

Medium Fiend, Lawful Evil

AC
15
Initiative
+1 (11)
HP
58 (9d8+18)
Speed
50 ft.
ScoreModSave
STR 17 +3 +3
DEX 12 +1 +1
CON 14 +2 +2
INT 6 -2 -2
WIS 13 +1 +1
CHA 6 -2 -2
Skills
Perception +5
Immunities
Fire
Senses
Darkvision 60 ft.; Passive Perception 15
Languages
Understands Infernal but can't speak
CR
3 (XP 700; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Multiattack. The hound makes two Bite attacks.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Piercing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.

How to run Hell Hound

Hell hounds are pack animals that breathe fire. One hell hound is a footnote; three or four hunting together with Pack Tactics on every Bite is a real fight even for a mid-level party. Run them in a pack of at least two, ideally with a handler giving them a target.

Open with Fire Breath if it's available and the party is bunched. DC 12 Dex save in a 15-foot cone for 5d6 fire is a soft hit on its own, but two hounds breathing on the same cluster is 10d6 across two saves, and recharge 5-6 means it's likely back in a round. After the breath, close and start biting. Bite is +5 for 1d8+3 piercing plus 1d6 fire, two attacks per round, and Pack Tactics gives Advantage as soon as one hound flanks a target. Speed 50 means the hounds get into position the same turn they start the encounter. The party's wizard is in melee whether she planned to be or not.

Target priority is whatever the handler points at. Hell hounds understand Infernal but can't speak, so a devil, cult leader, or fire giant nearby gives them orders and they execute. Without a handler, they pick on smell and movement, which means the rogue who tried to sneak past gets pulled down first. Fire immunity means a fireball is wasted; a cleric who burns a third-level slot on radiant or thunder is your real problem.

Hell hounds don't retreat from a fight they're winning, but they will break off if the handler dies and the pack is below half. Have one survivor flee back to its master. The party will follow the trail and find the next encounter waiting, because the hounds got there first. That's the chain that turns a single pack into a campaign thread.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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