Not to mention the fact that Tik can change her approach and beat that hound anyway, despite her "low" stats. (And in fact, a Str of 16 isn't remotely low. Tik is as beefy as an adult gorilla.)
Incidentally, this is yet another reason why I hate playing a low Int--it sets a up roleplaying tension that I find unpleasant. At Int 6 I really would have her just wade in there and bash away with her axe until she died; at Int 11 I'd feel a little bit more free to experiment with basic tactics like grapple/prone (esp. w/ Athletics Expertise), combined arms with other PCs, and hiding. (E.g. block the door with some rubble and try to climb out the chimney.) At a higher Int I might feel comfortable letting her take a few opportunity attacks if necessary in order to bait the hound out into an area where it can be killed with mounted tactics. The higher your Int, the more foresight you have, and the more sophisticated your tactics can appropriately be. (This applies to monsters too, obviously. My goblins don't do the goblin conga line because they're not smart enough and coordinated enough; but my hobgoblins do follow a tactical doctrine that includes taking cover in broken terrain, and horse archery/kiting in open terrain.)
One character I want to play is a half-orc barbarian who solves everything with his axe. I want to contribute to every plan with "Maybe Krunk not smartest there is, but Krunk have axe. What if Krunk hit them with axe?"