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,o 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 bit attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 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.
Description
Sometimes called Gloom Hounds or Hounds of Hades, these three-headed creatures are bred to be the ultimate guardians. Very few creatures can successfully sneak past a Cerberus hound that guards a doorway or treasure.
Tortured by Hags. Hags train these creatures through abuse designed to install fear and rage. No hound in their charge is ever shown affection, and they are kept either in total isolation or attached to chains to short to allow pups to comfort each other. Large groups of Cerberus hounds are sometimes given very little food, in order to identify weaker dogs for culling. The hags then sew shut the mouths of the runts and encourage their former pack mates to devour them. The hags also present the hounds with captive humanoids, bound and mutilated, in order to give them a taste for blood.
Progenitors of Death Dogs. Cerebus hounds can spawn litters of death dogs. They will only do this if there is enough food to satiate the hunger of all the hounds. The death dogs acknowledge the cerebus as the pack alpha. Whenever a cerebus dies, the death dogs fight for primacy. The civtor devours the losers, and over the course of a month, it grows a new head, becoming a new cerbeus to replace the original.
Fearsome Guardians. Cerberus hounds take pride in sniffing out and devouring trespassers. Once they have been set to guard something, they never tire of their charge, even should hundreds of years pass without incident. Most hounds keep piles of their victims' bones as beloved trophies to gnaw on. Although the hound dose require sleep, it rarely succumbs to the urge, and only one of its heads sleeps at any given time.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Cerberus takes a lair action to cause one of the following effects; the Cerberus can’t use the same effect two rounds in a row:
- The Cerberus creates the effect of the Darkness spell at a point located within 60 feet of it. This magical darkness spreads to a 30-food radius (rather than 15). This effect ends when the Cerberus dismisses it as an action, uses a lair action again, or dies.
- Fire erupts from a chosen point within 60 feet of the Cerebus in a 15-foot-radius sphere, until the hound dismisses it as an action, uses a lair action again, or dies. When the fire appears, each creature within its volume must make a DC 20 Dexterity saving throw. On failed save, a creature takes 5d8 fire damage (or half as much on successful save). A creature must also make this saving throw when it enters the area for the first time or ends its turn there.
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