Absolute Terror.
At the star of battle the Cerber-rex lets out a terrifying roar that causes all targets to be intimidated (DC 20 WIs)
Fail = Intimidation, Half movement and attack hitting and damage bonus halved for 1 min
Success = Half movement and damage bonus halved for 30 sec
3 Headed Terror
3 attack actions per round, 1 attack action per head
3 reactions per round, 1 reaction per head
3 bonus actions per round, 1 per head
Heightened Hide
When being targeted by ranged roll a 1d10
1-5: the effect goes through
6: The effect fails and Cerber-rex heals 5 hp
7: The effect fails and Cerber-rex heals 10 hp
8: The effect fails and Cerber-rex heals 15 hp and gain 1 ac until the Cerber-rexes next turn
9: The effect fails and Cerber-rex heals 20 hp and gains 2 ac until the Cerber-rexes next turn
10: The effect fails and Cerber-rex heals 25 hp and gain 4 ac until the Cerber-rexes next turn
Annoyance
When fighting combatants if the same action is performed more than 3 times in a row by an individual against the Cerber-rex it gains resistance to the effect for 30 sec
Siege Monster
Cerber-rex deals double damage to structures and objects
Energy Builder
Each round the Cerber-rex builds up 1 energy, at 10 energy it gains a reflective effect for 2 rounds: all attacks are sent back at attackers for half the damage
Mythic Existance
Immune to having its form altered
Immune to time effects
Immune to being tamed
Bite: Melee
15+ to hit, reach 10ft, 1-2 Targets (if within 5ft of each other) : Hit: 24 (8d4+10) Piercing damage.
DC (20) Con to not start bleeding 4d4 for 1d4+2 Rounds
Tail: Melee
15+ to hit, reach 25ft, 1-3 Targets (if within 15ft of each other) : Hit: 16 (3d8+12) Bludgeon damage
DC (20) Str to not be sent prone or moved 2d20+10ft
Stomp: Melee
15+ to hit, reach 10ft, 1 Target (only can attack if at the side of creature) : Hit: 40 (6d12+10) Bludgeon damage
DC (20) Dex, to not be stuck under the foot: if fail creatures under the foot takes 30 damage per turn until out: Cerber-rex cannot move while this is active)
Breath Attack: Ranged
Left head
10+ to hit, reach 100ft, 25ft Aoe : Hit: 20 (6d6+5) Fire damage
Middle head
10+ to hit, reach 100ft, Line attack DC (20) Dex to Avoid : Hit: 30 (5d10) Lightning damage
Right head
10+ to hit, reach 50ft, Cone 5ft wider per 5ft Length DC (20) Con to half damage : Hit: 12 (6d4+8) Poison Cloud
Target
Each round, each head must pick a target, targets are seen through, up to 5ft of object/structure
Left Head
Target glows Red
Middle Head
Target Glows Blue
Right Head
Target glows Green
Battle Born
If the Cerber-rex is sneak attacked it permanently becomes first in initiative.
Always Aware
If within 25ft of of the head of the Cerber-rex while it is asleep awakes it.
Scream of a Battle God
If a charisma check is made against the Cerber-rex it will Roar at the target and Absolute Terror is done again to them, all others that hear the roar must make the check with half the dc
Opportunity Attack
The only opportunity attack it will make is bite or stomp.
Legendary Resistance (5/Day)
If Cerber-rex fails a saving throw, it can choose to succeed instead
Legendary Size (2/Week)
If the Cerber-rex is being stopped or faced by a large structure that it deems troublesome it doubles it size and quadruples it damage to structures and objects: but if both are used Cerber-rexes movement is halved for a week
Legendary Roar (1/Day)
Per every 5 People over 10 it summons 3 Young Red Dragons to assist in fighting
Aggravated
When 3/4th hp is reached it teleports all compatants back 150ft and does Absolute Terror
Annoyed
When half hp is reached it teleports all compatants back 150ft, and does Absolute Terror, and does a 1 round stun DC (20) Con
Overwhelmed
When 1/4th hp is reached it teleport all compatants back 150ft, and does Absolute Terror, and does a 1 round stun DC (20) Con, and causes all weapons to drop from combatants hands DC (20) Con
Description
A massive beast standing at 24 ft Tall and 80ft in length 20ft in width, it has 3 heads like a cerberus and a body like a Trex
Lair and Lair Actions
A massive colosseum that was abandoned due to the Cerber-rex taking claim: a fourth of its wall is destroyed. The combat floor is 100ft in radius, then it is a 60ft wall, then it is a set of seats that goes another 75ft and raises 5ft per 5ft out. The colosseum is reset every day to where all traps or spells set disappear
The Cerber-rex does not have to stay at the colosseum and leaves during the weekend
Lair Actions
1) When the Cerber-rex reaches Aggravated the colosseum repairs and the, combat floor fills with 20ft of water and 4 boats rise from the ground, they rise near combatants: they are immune to damage from the cerber-rex
Boats: 25ft long, 10ft wide: if on the boat person closest to the front chooses its movement: moves 25ft a round: using all combatants action on the boat it may dash
2) When the Cerber-rex reaches Annoyed the seats all become slanted towards the combat floor: DC (18) Dex each round to not slide 30ft down the slope: movement is half going up the slant. additionally flying becomes impossible around the area: all flying creatures and objects gently land of the ground
3) When the Cerber-rex reaches Overwhelmed the arena begins to shake and after every 30 seconds the water sends a tidal wave going out from the Cerber-rex Group DC (18) Dex check to not be knocked off the boat:
Group check just means that at least half the combatants on the boat pass
Regional Effects
All Melee only combatants Gain 2 movement every round, and gain 1 additional attack every other round
If there are a majority of ranged combatants the Cerber-rex gains double range and 10+ to damage with breath attacks
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