Todo bom grupo de caça pode se beneficiar de um líder, e esse monstro é feito para dar uma mordida a mais para um grupo de Hellhounds.
Alpha Hellhound
Medium fiend, lawful evil
Armor Class 13 (Natural Armor)
Hit Points 149 (23d8+46)
Speed 45 ft.
Str 16 (+3)
Dex 12 (+1)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 10 (+0)
Saving Throws Con +6
Skills Perception +6, Stealth +5
Damage Resistances fire
Condition Immunities deafened, poisoned
Senses darkvision 120ft, passive Perception 16
Languages Common
Challenge 10 (5.900 XP)
Traits
Keen Hearing and Smell
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 isn't incapacitated.
Demonic Presence
Each non-fiend creature within 60 feet of the Alpha Hellhound that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Alpha Hellhound is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Alpha Hellhound Demonic Presence for the next 24 hours.
Heated Body
A creature that touches the Alpha Hellhound or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage
Actions
Multiattack
The Alpha Hellhound makes two bite attacks or uses its Fire Breath if it's available.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6).
The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 1 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Vanish 1/day
As a bonus action the Alpha Hellhound can make itself invisible as it uses the superior invisibility.
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