Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Impressive Initiative. Each head rolls its on initiative in combat. Separate of its normal initiative. Giving the Cerberus 4 turns in a single round of combat.
Multiattack. The Cerberus makes one claw attack and takes two snaps with its bite attack, per initiative pass.
Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 14 (4d6) fire damage.
Breath Weapon (Recharge 5–6). The Cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a DC 25 Dexterity saving throw, taking 21 (6d6) 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 15 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.
Breath Weapon (Recharge 5-6). The Cerberus exhales a plum of noxious gas, filling a 30-foot cube in front of one of the monsters heads. Each creature in the cube must make a DC 25 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is knocked unconscious for 1 minute. A creature can make a DC 25 Constitution saving throw, at the end of each of its turns to wake up. A creature rendered unconscious by the fog takes 21 (6d6) necrotic damage each turn.
Breath Weapon (Recharge 5-6). The Cerberus shoots a 20-foot radius sphere fireball from its mouth. Only the center head can use this breath weapon. Each creature in the radius must make a DC 25 Dexterity saving throw. On a failed save they take 35 (10d6) fire damage, and half as much an a successful one. This is hellfire it burns hotter than normal fire, anyone who fails the save is considered, Burnt, they take an extra 7 (2d6) fire damage per turn, until they are healed by a spell of 5th level or higher.
Opportunity Attack. Each head has its own reaction. The Cerberus' Opportunity attack is two bite attacks, or one claw attack.
Description
Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.
Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements.
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