Large Undead, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 215 (25d8 + 103)
Speed 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +12, WIS +9, CHA +8
Skills Deception +5, Insight +5, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Cerberus’ attacks are magical.

Legendary Resistance (3/day). If Cerberus fails a saving throw, it can choose to succeed instead.

Turn Resistance. Cerberus has advantage on saving throws against any effect that turns undead.

Undead Nature. The Cerberus is an undead and does not require air, food, drink, or sleep.

Multiple Heads. Cerberus has three heads. While it has more than one head, Cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Cerberus takes 70 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies.
Actions

Multiattack. Cerberus makes as many bite attacks as it has heads, two claw attacks, and one tail attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d8+10) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing damage. A target hit by Cerberus's tail is permanently  poisoned; this poison is considered a curse. This curse can be removed with a 500 gp antidote, a greater restoration spell, or other curse and poison-removing effects.

Legendary Actions

Cerberus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Cerberus regains spent legendary actions at the start of its turn.

Claw. Cerberus makes one Claw attack.

Tail. Cerberus makes one Tail attack.

Bite. Cerberus makes one Bite attack.

Soul Snare (Costs 2 Actions). Cerberus creates ghostly chains which rise from the ground, targeting an amount of creatures equal to its heads. Each targeted creature makes a DC 19 Strength saving throw, being restrained on a failure. It may repeat the Strength saving throw at the start of each of its turns, ending this effect on a success. Only one creature may be affected by Soul Snare at a time.

Frenzy (Costs 3 Actions). Cerberus makes one Claw, Bite, and Tail attack against each creature within 30 ft of it (up to 6 creatures). Cerberus is knocked prone, and cannot use Frenzy for 1 minute.

Previous Versions

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6/10/2022 6:06:08 AM
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Monster Tags: undead

Astaper

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