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Hell Hound Alpha

Family: Hell Hound

Huge fiend, lawful evil

Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft., fly 40 ft.

21 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 11 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, necrotic
Condition Immunities exhaustion
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)


  • Illumination. The hound sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Legendary Resistance (3/day). If the hound fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. The hound’s weapon attacks are magical.


  • Multiattack. The hell hound alpha makes one bite and one claw attack.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, 5 (1d10) fire damage, and 4 (1d8) necrotic damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Hellbreath (Recharge 5-6). The hell hound alpha exhales a blast of hellfire in a 60-foot cone. Each non-fiend creature in the area must make a DC 16 Dexterity saving throw, taking 22 (4d10) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • Pursuing Hellbreath (1/day). The hell hound alpha chooses a non-fiend creature it has seen before. If the target is within 6 miles and there is an unobstructed path (with any number of corners) to it from the hound, a streak of fire follows the path to the target and explodes into a ball of hellfire. The target and each non-fiend creature within 20 feet must make a DC 16 Dexterity saving throw, taking 22 (4d10) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.


The hell hound alpha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hound regains spent legendary actions at the start of its turn.

  • Claw. The hell hound alpha makes a claw attack.
  • Kick Off (Costs 2 Actions). The hound makes a claw attack. On a hit, the target must succeed on a DC 18 Strength saving throw or fall prone. The hound can then move up to half its flying speed.


This vaguely humanoid, boar-like monster walks on two forelegs and swings two 10-foot-long arms above its strange head about where the giant creature’s gut should be.

An implacable and swift-moving fiend, the rare hell hound alpha is far more cunning than a mere canine and possesses a pyromaniac’s heart. The hell hound alpha generally resembles a monstrously large wolf in its lean, quadrupedal posture. Up close, the creature possesses an unusually inverted biology: its bones protrude from its skin and its head is disturbingly fleshy.

Beast of Fire. The hell hound alpha possesses a mastery of fire that few creatures can match. In addition to creating a burst of fire every time it steps-which either scorches the ground or allows it to step into open air as easily as climbing a set of stairs-the hell hound alpha can emit a cone of fire from its jaws. Alternatively, the skulls that serve the creature for eyes can distend their bony jaws, revealing the raging furnace in the hell hound’s interior. This produces a dart of hellfire that pursues any creature the hell hound has recently seen-even bending around corners-and explodes in a ball of soul-killing flame. The hell hound enjoys watching creatures writhe in its hellfire, and only fiends are safe from its incendiary predilections.

Legions. The hell hound alpha usually leads a Pandemonium, Phlegethon, or Styx legion.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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