Magic Resistance. The cerberus has advantage on saves vs spells and other magical effects.
Three heads. The cerberus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Keen Hearing and Smell. The cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The cerberus makes three bite attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage + 3 (1d6) poison damage, and the creature must make a DC 15 Constitution saving throw or become poisoned for 1 minute.
The cerberus 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. The cerberus regains spent legendary actions at the start of its turn.
Attack. The infernal cerberus makes one attack.
Detect. The infernal cerberus makes a Wisdom (Perception) check with advantage.
Bark. The infernal cerberus barks. All other creatures within 60 feet of the infernal cerberus must succeed on a DC 20 Constitution saving throw or be deafened for 1 minute and knocked prone.
Comments