Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Heads. Advantage on all perception checks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Multi Headed Pact Tactics. Once per turn Cerberus can gain pact tactics from one of its other heads on a single attack.
MultiAttack. Cerberus makes two bite attacks.
Searing Counter. When an enemy attacks Cerberus, it can use it’s reaction to use its Fire Breath.
Description
Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.
This hell hound is said to be the guard hound to the gates of 9 hells itself. This three headed hell hound doesn’t let anything go unnoticed by it.
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Posted Jan 5, 2021The above was originally discovered on the CritAcademy podcast (Google Play, iTunes, Soundcloud, YouTube), which is owned and maintained by Justin Handlin and posted here with his permission.