d20 +17 to Attack Mind Defense | +23 to Damage | +14 to Healing
- Basic Attack
- This is Hell Hound's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Hell Hound's Combat Maneuvers.
- Smoke and Flame
- In a burst of smoke you Teleport into position and unleash your fiery breath onto your enemies. The sudden and ferocious attack reduces Hit Points and does Damage!
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- 2d6 Damage (7) Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Hit Points -15 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
d20 +17 to Attack Mind Defense | +23 to Damage | +14 to Healing
- Flame Barrier
- You create a burning ring of fire around you. Any creature in this area will take damage.
- 1d8 Damage (5) Target: Aura 1 Range: Self Duration: 3 Rounds
- Common Pets of the Hellborn
- Hell Hounds are often kept as pets and guardians for many creatures born or living in hell or other similar areas. They are also kept by evil creatures as well. Hell Hounds are devoted to their master. Take an obvious pleasure in executing their commands in the most grizzly and pain inflicting way as possible. This is why they are almost always used by evil creatures but rarely by goodly creatures.
- Pack of Hell Hounds
- Hell Hounds can be encountered in packs in many areas of hell as well as other hellish domains. In packs they follow a strict hierarchy with the most vicious and powerful as the alpha Hell Hound of the pack. As a pack, they spend nearly all of their waking hours hunting, tormenting, and ultimately killing any prey they can find.
- Language
- Hell Hounds themselves do not have an actual language though they are good at communicating within a pack. Hell Hounds are intelligent and are able to learn commands in just about any language depending on the training of their Master.
- Training Hell Hounds
- Hell Hounds can be trained and used by just about any intelligent creature. However, their tendency towards evil means that evil creatures have an easier time training them. Where as goodly creatures will have a difficult time training them. Training requires a successful Skill Challenge. Nature or Religion is usually used to handle and train Hell Hounds.
NPC Auto Assigned Bonuses
Hell Hound's Equipped Items
Hell Hound's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Smoke and Flame
- In a burst of smoke you Teleport into position and unleash your fiery breath onto your enemies. The sudden and ferocious attack reduces Hit Points and does Damage!
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- 2d6 Damage Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Hit Points -15 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 3d8 Damage Target: Creature (1) Range: 6 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 4 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Flame Barrier
- You create a burning ring of fire around you. Any creature in this area will take damage.
- 1d8 Damage Target: Aura 1 Range: Self Duration: 3 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Improved Perception Skill Focus
- 'Increase Perception Skill by 6.
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