Infernal Bloodfangs
Infernal Bloodfangs — The Encounter
Crimson hounds that course the smoking borders of the underworld · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Infernal Bloodfangs
Where the breath of the underworld seeps through cracked earth, the bloodfangs gather to hunt. The old grimoires name them the coursing hounds of the smoking marches, set loose by infernal masters to run down souls that flee their debts. They are not summoned singly; a binder who calls one calls the whole pack, for they are kin by appetite and will not hunt alone. They track by the smell of opened veins, and a wounded quarry can no more shake them than a hare can outrun the wind. Folk who dwell near haunted moors speak of crimson dogs glimpsed at the edge of firelight, their eyes like coals, that vanish before a blade is drawn. To wound one is fatal folly, for the scent of your own blood becomes a beacon. The hounds run the borders of the living world the way a shepherd's dog runs a flock, herding the desperate back toward the pit.
Run Infernal Bloodfangs in Sixty Seconds
- Pack first. These hounds are an add-on, not a solo threat. Field three to six and keep them adjacent so Pack Tactics gives advantage on nearly every bite.
- Open on the soft target. Send the pack at the caster or archer, bite to trigger the DC 14 prone save, then let the others swarm the downed PC.
- Blood is a beacon. The moment any PC drops below full, the hounds pinpoint them at 120 ft., bite for an extra 2d6, and Frenzied Lunge lets one close 30 ft. as a reaction. Wounded PCs are not safe anywhere.
- Kill-priority for the party. Drop hounds fast before they isolate a straggler; spread out and they lose Pack Tactics, but a bloodied lone PC becomes the hunt's whole focus.
- Three ways to run it. As the muscle escorting a fiend handler; as a free-roaming ambush pack on a smoking moor; or as the bound hounds of a flagship boss that calls them in when first blood is drawn.
Infernal Bloodfangs
Medium fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEPack Tactics. The bloodfang has advantage on an attack roll against a creature if at least one of the bloodfang's allies is within 5 feet of the creature and the ally isn't incapacitated.
Blood Scent. (signature) The bloodfang can pinpoint, by smell, the location of any creature that is not at full hit points within 120 feet. While it can sense a wounded creature this way, it has advantage on attack rolls against that creature, and its bite damage increases by 7 (2d6) against any target that has taken damage since the start of the bloodfang's last turn.
Actions
Multiattack. The bloodfang makes two attacks: one with its Searing Bite and one with its Claws.
Searing Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Bonus Actions & Reactions
Frenzied Lunge. Reaction. When a creature within 30 feet of the bloodfang drops below half its hit points, the bloodfang can move up to its speed toward that creature. This movement doesn't provoke opportunity attacks.
A lean, blood-slick hound the color of fresh wounds, its spine ridged with jutting fangs of bone and its jaws split far too wide for any natural beast. Smoke curls from between its teeth where fire smolders in its gut.
Infernal Bloodfangs, Bound
Companion · acts on your initiative
Bound · GUIDELINELoyal Hound (signature). While within 30 feet of you, Infernal Bloodfangs has advantage on saving throws against being frightened or charmed, and it shares your initiative count, acting on your turn.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage plus 3 (1d6) fire damage.
Reactions
Interpose. Reaction. When you are hit by an attack from a creature within 5 feet of Infernal Bloodfangs, it forces the attacker to make a DC 13 Strength save or be shoved 5 feet away; on a success the attack still hits.
A runt of the pack, scarred and half-tamed, that took to one master's scent instead of the hunt. Its fire burns low but its loyalty burns hot.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by sending the pack at whoever is already bleeding or lowest on HP, leaning on Blood Scent and Pack Tactics to gang up. If the party clusters, the prone rider on Searing Bite locks down a target for the rest of the pack. Run two or three as the muscle alongside a hag, cultist, or imp handler rather than alone.
Open by flanking the party so every hound gets Pack Tactics advantage, then bite the squishiest caster to knock them prone. Once anyone is hurt, Blood Scent and Frenzied Lunge let the pack pivot and pile onto the wounded target. Kill-priority for the party is to drop hounds before they isolate a straggler; pair the pack with a flagship fiend or a lair full of smoke and fire.
Open with a full pack spread across the flanks so no PC is safe to fall behind, biting to knock the front line prone and let the rest swarm in. Frenzied Lunge plus Blood Scent makes any bloodied PC a focus-fire magnet across the whole battlefield. These are coursers, not a boss; deploy a large pack with minions or as the loyal hounds of a bigger infernal threat, never as the centerpiece alone.
Put Infernal Bloodfangs on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Infernal Bloodfangs?
The home build is CR 6 (2,300 XP) for tiers 5-10, with scaled CR 2-ish and CR 11-ish versions in the tier table. The traits and actions are identical at every tier; only AC, HP, to-hit, save DC, and damage shift to match the band.
Can Infernal Bloodfangs be a companion or ally?
Yes. The companion sidebar gives you Cinderwhelp, Bound, a runt that imprinted on a single master: AC 14, 63 HP, a fiery bite, Loyal Hound (it shares your initiative and resists fear or charm near you), and an Interpose reaction to shove attackers off you.
Are the bloodfangs meant to fight as a solo monster?
No. They are a pack predator and an add-on, designed to swarm with Pack Tactics and Blood Scent. Run several together, or pair them with a larger infernal threat as its loyal hounds; a lone bloodfang will be out-actioned by a four-PC party.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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