Large Fiend, Lawful Evil
Armor Class 16 Natural Armor
Hit Points 179 (17d10 + 85)
Speed 60 ft., Climb 15 ft.
STR
26 (+8)
DEX
18 (+4)
CON
20 (+5)
INT
7 (-2)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +12, DEX +8, CON +9
Skills Acrobatics +15, Athletics +17
Damage Vulnerabilities Cold
Damage Immunities Fire, Necrotic
Condition Immunities Frightened
Senses Darkvision, Passive Perception 17
Languages Abyssal Read, Common read, Infernal read Infernal, Abyssal, Common, cannot speak though
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Hearing and Smell. The Cerberus has an advantage on Wisdom (Perception) checks that rely on hearing or smell.

Multiple Heads. The Cerberus has three heads. While it has more than one head, Cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the cerberus takes 65 or more damage in a single turn, one of its heads dies.

Sure-footed. Cerberus has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Domesticated. Cerberus can be tamed with scratches and toys.

 

Actions

Multiattack. Cerberus makes a number of bite and fire breath attacks equal to the number of heads it has.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 8) piercing damage plus 5 (2d6) fire damage on an even roll.

Fire Breath (Recharge
5-6).
The Cerberus exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of Cerberus' choice that is within 120 feet of Cerberus and aware of it must succeed on a DC 16 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 Cerberus' Frightful Presence for the next 24 hours.

Bonus Actions

Bark. Pushes back all enemies 5 feet.

Mythic Actions

When Cerberus loses a head, it can do one of the actions

Whimper (takes all actions). Cerberus backs away 60 feet, and 3 harpies descend from the ceiling and join the battle.

Description

Large three-headed infernal dog.

Lair and Lair Actions

Hell, home of Hades and where dead souls go to rest.

JackReaping

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