Ashmaw Hound
- Adversary
- Bruiser
- Tier 2
Appears in: Fire, Urban Intrigue, Wilderness and Survival, Underground and Caverns
Ashmaw Hound
- HP
- 5
- Stress
- 3
- Difficulty
- 15
- Attack
- +2
Smoke-Fang Bite: 2d8+2 phy
Scent of Fear. Has Advantage on rolls to track frightened or wounded targets.
Ash Breath. Spend a Fear to exhale a cone within Close range. All targets must succeed on an Instinct Reaction Roll (15) or take 3d8 magic damage and become Vulnerable until they clear a Stress.
Cinder Rush. Mark a Stress to move to Far range and make a Smoke-Fang Bite on arrival.
Smoke Spill. When hit by a ranged attack, fill the area within Very Close range with smoke until the end of the next round. Creatures inside have Disadvantage on ranged attacks.
How to run Ashmaw Hound
Ashmaw Hound is a tier 2 bruiser for Daggerheart. Drop it into any fitting scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
Charred pawprints circle campsites that were never raided.
- 2
Miners report a barking echo that rolls through the tunnels like heat.
- 3
A patrol found a trail of ash leading into a cave that was cold to the touch.
Ash on the Wind
A string of disappearances points to an abandoned smelter where an Ashmaw Hound prowls. The party must track it to the furnace hall, secure missing townsfolk, and choose whether to banish it, bind it, or follow its trail to a handler.
Soot-Stained Streets
The town wakes to a haze of soot. People cough behind shutters, and blackened pawprints lead from the smelter yard into the alleys. Every witness describes the same thing: a heavy, burning breath and a low growl that turned their knees to ash.
Run a structured investigation. The party must gather three clues: the latest victim's last route, a fragment of charred chain, and a surviving witness's description of the hound. Each clue points toward the smelter and suggests the hound is bound to it.

