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I-3173O (Demonic Hound)

Adversaries Designed by Teranon

Adversary overview

An unnatural hound lit from within by hellfire.

An infernal creature of Dread found in Hollow Base. Seemingly the subject of an experiment.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
6
Stress
4
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
11
Major Damage — Mark 2 HP Major
Mark 2 HP
23
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws and Fangs
Range: Melee
Damage: 2d8+2
Attack Mod: 0
Damage Type: Physical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Infernal Bark
    stress 1

    Mark a Stress to unleash a blast of flame at a target within Very Close range. Make a roll against their Evasion. If successful, the target must take 3d4+6 magic damage and mark a Stress.

  • Shake Shake
    fear 1

    Spend a Fear to shake infernal embers in all directions. Make a roll against the Evasion of all creatures within Close range. On a success, the target must mark 2d8+4 magic damage.

Reactions

  • Hop and Skip
    stress 1

    When a PC makes a successful attack against the Hound, mark a Stress to move them to any point within Far range. If the Hound enters into Melee range with any PCs along the way, they must make an Agility or Strength reaction roll or be Vulnerable until their next roll with Hope.

Motives & tactics

Experiences

I-3173O (Demonic Hound)

Tier 2 solo

An unnatural hound lit from within by hellfire.

Motives & Tactics:

Difficulty: 15 | Thresholds: 11 / 23 | HP: 6 | Stress: 4

ATK: 0 | Claws and Fangs: Melee | 2d8+2 Physical

Experience:

HP:

Stress:

Features

Relentless (2) – Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Infernal Bark – Action: Mark a Stress to unleash a blast of flame at a target within Very Close range. Make a roll against their Evasion. If successful, the target must take 3d4+6 magic damage and mark a Stress.

Shake Shake – Action: Spend a Fear to shake infernal embers in all directions. Make a roll against the Evasion of all creatures within Close range. On a success, the target must mark 2d8+4 magic damage.

Hop and Skip – Reaction: When a PC makes a successful attack against the Hound, mark a Stress to move them to any point within Far range. If the Hound enters into Melee range with any PCs along the way, they must make an Agility or Strength reaction roll or be Vulnerable until their next roll with Hope.

Discussion

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