Huge Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 392 (18d20 + 156)
Speed 45 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +15, DEX +11, CON +14, WIS +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages Abyssal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Death Throes. When the Cerberus dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

Fire Aura. At the start of each of the cerberus's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

Magic Weapons. The balor's weapon attacks are magical.

Three Heads. Cerberus has an advantage in perception testing.

Skills of each mind. each cerberus head has a different ability:

First head. spits fire orbs

Second head. has a roar that magically attracts enemies

Third head. Able to perform a breath of fire

Actions

Multiattack. The Cerberus makes three attacks: each head attacks once.

First Head/HellFire Orb. The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 21 (7d6) fire damage and 21 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.

Second Head/ Roar. all creatures up to 120 fts from cerberus must save wisdom (DC 20), in case of failure the target will be induced to attack cerberus, will have a disadvantage in all attacks against other creatures and cannot move away for 1 minute. , you can repeat the test every turn

Third Head/ Fire Breath. The cerberus exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Any Head/ Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage

Legendary Actions

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 ancient bronze dragon regains spent legendary actions at the start of its turn.

Detect. The cerberus makes a Wisdom (Perception) check.

Head Attack(Cost 2 Actions) . Cerberus can use the attack from one of its heads

Description

It inhabits the avernus layer of the nine hells, preventing any dead from leaving and any living between

Monster Tags: Devil

Azeitona

Comments

Posts Quoted:
Reply
Clear All Quotes