Keen Hearing and Smell. The cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiple Heads. The cerberus has three heads. While it has more than one head, the cerberus has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless Tracker. The cerberus knows the distance to and direction of any creature under the effect of its curse, as long as the creature and the cerberus are on the same plane of existence. If the creature being tracked by the cerberus dies, the cerberus knows.
Soul Scent. The cerberus can pinpoint, by scent, the location of any soul within 30 feet of it.
Multiattack. Melee Weapon Attack: +7 to hit, reach 5 ft., three target. Hit: (1d8) piercing damage plus (1d6) fire damage. If the target is a creature, the creature is cursed and cannot leave the plane it is currently on until the curse is removed by the remove curse spell or other magic.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8) piercing damage plus (3d6) fire damage. If the target is a creature, the creature is cursed and cannot leave the plane it is currently on until the curse is removed by the remove curse spell or other magic.
Fire Ray. Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: (6d6) fire damage.
Fire Breath (Recharge 4-6). The cerberus exhales fire in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking (5d6) fire damage on a failed save, or half as much damage on a successful one
Previous Versions
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10/21/2023 8:22:42 PM
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Coming Soon
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