Medium Humanoid, Chaotic Evil
Armor Class 20
Hit Points 255 (25d10 + 53)
Speed 15 ft., Walk 30 ft.
STR
18 (+4)
DEX
30 (+10)
CON
16 (+3)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +17, INT +11
Skills Sleight of Hand +38
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Necrotic, Thunder
Condition Immunities Charmed, Exhaustion, Petrified, Unconscious
Senses Darkvision 60, Passive Perception 19
Languages All
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Spellcasting. Cerberus is a 6th-level spellcaster. Her spellcasting ability is [Dexterity] 16 , +6 to hit with spell attacks). Cerberus has following [Crimson blade] spells prepared:

Cantrips (at will): [Crimson blade],
1st level (8 slots): [firebomb], [Flame ray]

Actions

 

Dagger stab. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 4) [piercing] damage. 

Fire crossbow. RangedWeapon Attack: +6 to hit, range 60/120 ft., 1 target. Hit: 23 (3d8 + 2) [fire] damage.

(Recharge 3-6)

Inferno, the greatsword. Melee Weapon Attack: +11 to hit, reach 11 ft., 3 target. Hit: 32 (3d10 + 7) [slashing] damage. 

Flaming flail. Melee Weapon Attack: +6 to hit, reach 15 ft., 3 target. Hit: 31 (3d10 + 9) [fire] damage. 

(Recharge 6)

Molotov cocktail. RangedWeapon Attack: +3 to hit, range 30/60 ft., 1 target. Hit: 45 (5d10 + 2) [fire] damage.

Reactions

Fiery skin. When a creature hits Cerberus with a melee attack within 5 feet of her that creature takes 2d8 fire damage.

Legendary Actions

Cerberus has 5 legendary actions, which she regains at the start of her turn.

Fire crossbow. (Costs 2 Actions). Cerberus uses fire crossbow.

Dagger. (Costs 1 Actions). Cerberus uses dagger.

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.

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.

Monster Tags: undead

Tiamatslayer25439

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