OK. In that case, you might consider bumping its Might from 3 to 4.
The ones in the Expert Set are really nasty–they have 3 to 7 hit dice. They’re impervious to normal fire. They’re vulnerable to cold. They have a super nasty breath weapon that does 1d6 damage per hit die (so between 3d6 and 7d6). They like to hang out near volcanoes, deep in dungeons and near fire-loving creatures like fire giants. They’re Chaotic, of course, cunning and highly intelligent. Later editions will tell us that they’re fiends that can understand Infernal but not speak.They also have a 75 percent chance per round of detecting an invisible person or object, presumably due to a highly attuned sense of smell, though it doesn’t actually say why.
Maybe keep Stalking as a descriptor and instead of Hunting, take something like Terrifying? What do you think?
If you want to inject a little folkloric element, hell hounds are often associated with guarding, whether the gates to the underworld (Cerberus or Garmr), churches (Church Grims), women on their way home (Black Shucks), or legendary treasures (Garmr again).
Great! On to dispositions. Right now it looks like the hardest thing to do when you encounter this fiend is to run away. Driving it away from whatever it’s guarding is the next most difficult. And killing it is hard but not too bad. Is that your intent? Given its purpose, I’d be tempted to make driving it away from its master’s side the most difficult thing, but I want to make sure I understand what you’re going for.
Each monster is listed with three to five dispositions broken
down like so: One strength equal to double its Nature plus
bonuses from weapons, one secondary strength equal to
Nature plus half Nature, one competency equal to only its
Nature, and a weakness equal to half Nature.
Don’t tell players the monster’s disposition before a conflict.
Let them discover a monster’s strengths and weaknesses for