Cinderhound

medium elemental, neutral evil

D&D 5.5 / SRD 5.2

Challenge 4 (1,100 XP)

Available with DM subscription
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class
14 (natural armor)
Hit Points
60 (8d8+24 +3)
Speed
50 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws Dex, Con
Skills
Stealth +5, Survival +3, Perception +3
Senses
darkvision (60 ft.)
passive Perception 13

Characteristics

Damage Vulnerabilities
cold
Damage Resistances
nonmagical bludgeoning, nonmagical piercing, nonmagical slashing
Damage Immunities
fire, poison
Condition Immunities
frightened
Languages understands Common but can't speak

Traits and Actions

Ashen Body

Trait
Conditions Custom
Damage Types Rule
The Cinderhound is immune to the Frightened condition and damage from fire and poison. It has resistance to nonmagical Bludgeoning, Piercing, and Slashing damage, and vulnerability to Cold damage.

Conditions. Immunity to Frightened condition.

Pack Tactics

Trait
Pack Tactics Custom
The Cinderhound has advantage on an attack roll against a creature if at least one of the Cinderhound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pack Tactics. Standard SRD trait for pack hunters.

Death Burst

Trait
Heavily Obscured Custom
Fire Damage Custom
When the Cinderhound dies, it explodes in a cloud of hot ash. Each creature within 10 feet of the corpse must succeed on a DC 13 Dexterity saving throw or take 2d6 Fire damage. The area is heavily obscured until the end of the next turn.

Bite

Action
Melee Weapon Attack Custom
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) Piercing damage plus 4 (1d8) Fire damage.

Ember Dash

Action
Opportunity Attacks Custom
Burned Custom
The Cinderhound moves up to its speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of the path it takes must make a DC 13 Dexterity saving throw, taking 7 (2d6) Fire damage on a failed save, or half as much on a successful one. On a failure, the target also catches fire, taking 3 (1d6) Fire damage at the start of each of its turns until extinguished.

Burned. Homebrew condition: takes 1d6 fire damage at start of turn. Extinguish requires action.

Running the encounter

Combat Behavior

Combat Style

skirmisher, hit-and-run, focus burning targets

Appearance & presence

Monster Description

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