Elite Hell Hound (PFS 3-07)Creature 4
Source Pathfinder Society Scenario #3-07: The Locked Lodge
Perception +11 (darkvision, scent (imprecise) 60 feet)
Languages Diabolic, (can't Speak Any Language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 21; Fort +11; Reflex +12; Will +9;
HP 55
Speed 40 feet
Immunities fire
Weaknesses Cold 5
Jaws
+15 (+10, +5) to hit (magical, unarmed, unholy) 1d8+6 Piercing + 1d6 FireBreath Weapon
(divine, fire)The hell hound breathes flames that deal (4d6+4) fire damage to all creatures in a 15-foot cone (DC 21 reflex save).
The hell hound can't use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges.
A hell hound's appearance dismisses any doubts as to its infernal origins-flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.