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5

Hellhound

AstralWild(Level 5)

These fiery hounds serve as guardians to warlocks and other fiends.

6
5
3
7 / 0
+7
9

Basics

  • Type Monster
  • Morale Fearless
  • Ethos Megalomaniac

Domains

  • Arcadian
  • Arcanese

Combat

Bite +8

  • 5 (Fire) x1

Fire Breath +8

  • 1d6 (Fire) x1

Lunge +7

  • 4 (Ensnare, Knockdown) x1

Bare Fists or Feet +6

  • M/2

Attack Pattern

  • (Bite || Lunge) || Fire Breath

Defenses

  • Initiative +2

NPC Perks

  • Spell Icon

    Flight

    Passive

    As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

  • Spell Icon

    Legendary

    Legendary

    You may make a second attack on your turn. Your second attack is made with disadvantage. As long as you have MP, you may use any attack available in the round as a reaction against your opponent if they attempt to disengage from your melee space. Such attacks are made with advantage.

  • Spell Icon

    Magic Resistance

    Weakness

    Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). If you choose to do so, you cannot cast concentration spells or attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.

  • Spell Icon

    Natural Camouflage

    Weakness

    Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.

Spells

You have not learned any spells.

Stances

You have not learned any stances.

Inventory (0/16)
250

ECOLOGY

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BEHAVIOR
Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Ut sollicitudin, arcu a consectetur consectetur, elit lorem rutrum arcu, non eleifend magna sem convallis orci. Phasellus ac ante quis justo rutrum blandit eu sit amet sem. Integer in odio ac ante bibendum scelerisque at ut turpis. Proin eget enim a tellus vestibulum egestas. Ut non nisl aliquam, tempor metus nec, feugiat sem. Nullam eu eleifend eros. Etiam iaculis libero eros, convallis pulvinar lorem iaculis id. Suspendisse diam odio, placerat vitae eleifend at, porta id elit. Ut quis fermentum odio. In hac habitasse platea dictumst. Ut hendrerit justo vel felis finibus aliquet. Mauris sed odio vel neque egestas lacinia non id eros. Integer non urna vel lorem posuere dictum. Donec consectetur posuere fermentum.
5

Skills

Deeds

 Deed Die 1 / 1
 Deed Die 0 / 0
 Deed Die 0 / 0

Languages

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