Huge Monstrosity, Lawful Evil
Armor Class 20
Hit Points 485 (30d10 + 300)
Speed 50 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
16 (+3)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +16, CON +14
Skills Intimidation +20, Perception +20
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Incapacitated, Unconscious
Senses Darkvision 120 ft, Passive Perception 20
Languages Common Understands Common, but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Regeneration. Cerberus regenerates 18 (2d10 + 8) hit points at the beginning of each of it's turns.

Actions

Multi-Attack. Cerberus makes three bite attacks, one with each head. 

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 39 (4d10 + 10) piercing damage. 

Poison Breath (Recharge 5-6). Cerberus exhales poison in a 30-foot line: Each creature in the area must make a DC 16 Constitution Save suffering 35 (7d8) poison damage on a failed save, or half as much on a successful one.

Bonus Actions

Petrifying Gaze.  If a creature starts its turn within 30 feet of Cerberus, it can force the creature to make a DC 16 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Legendary Actions

Howl. Any living creature within 600 feet that hears Cerberus’ howl must succeed on a DC 12 Wisdom save or become frightened for the next round. On a  successful save, an affected creature is immune to Cerberus’ howl for 24 hours.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Cerberus is the guardian of the Underworld, restricting entry, and keeping lost souls from wandering back into the world of the living.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

VulpesRex195

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