Devil’s Sight. Magical darkness doesn’t impede Cerberus’ darkvision.
Keen Hearing and Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If Cerberus fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects.
Multiheaded. Cerberus can't be surprised. While it has more than one head, Cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Cerberus takes 100 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies.
Multiattack. Cerberus can use its Frightful Presence. It then makes three attacks, choosing from the following:
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Fire Ray. Ranged Weapon Attack: +17 to hit, range 45/90 ft., one target. Hit: 36 (7d10) fire damage.
Frightful Presence. Each creature of Cerberus' choice, that is within 120 feet of the them and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Cerberus uses one of the following breath weapons.
Hellfire Breath. Cerberus exhales molten lava in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 16 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 18 and 35 hit points, and it is immune to fire, poison, and psychic damage.
Brimstone Breath. Cerberus exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cerberus, the Hound of Hades can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cerberus regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). Cerberus makes a Bite, Claw or Fire Ray attack.
Teleport (Costs 1 Action). Cerberus magically teleports to an unoccupied space within 60ft of it.
Hellfire Breath (Costs 2 Actions). If available, Cerberus uses their Hellfire Breath ability.
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