Freedom of Movement. Cerberus ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Legendary Resistance (3/Day). If Cerberus fails a saving throw, it can choose to succeed instead.
Standing Leap. Cerberus's long jump is up to 60 feet and your high jump is up to 30 feet, with or without a running start.
Three Heads. Cerberus has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Unusual Nature. Cerberus doesn’t require food, drink, or air.
Multiattack. Cerberus makes three Bite attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage and if Cerberus chooses, the target is also grappled (escape DC 18).
Shadow Assault (Recharge 5–6). Cerberus sinks into the shadows going invisible and teleporting to a spot within 120 feet. At the same time a clone of Cerberus appears within 120 feet of the initial spot and charges forward at an unbelievable speed in a straight line up to twice his movement speed. Each creature in the way must make a DC 23 Constitution saving throw. On a failed save, the creature takes 71 (11d12) necrotic damage. On a successful save, it takes half as much damage. Cerberus does not cause opportunity attacks as the shadow passes through. Once the clone is hit it will disappear and once Cerberus is hit once he will become visible again.
Shadow Step. Cerberus magically teleports to an unoccupied space he can see within 120 feet of him.
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. Cerberus regains spent legendary actions at the start of his turn.
Bite. Cerberus makes one Bite attack.
Shadow Step. Cerberus can use Shadow Step.
Breath Weapon (Costs 2 Actions). One of Cerberus's heads exhales a vile substance, depending on which head does the action, in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, each creature takes 45 (7d12) 1: fire, 2: necrotic, or 3: poison damage. On a success, the creature takes half as much damage.
The same head cannot be used as an attack until all 3 heads have attacked.
Ex: 1, 3, 2 -> 2, 1, 3 but not 1, 3, 1
Description
Cerberus, the three-headed hellhound, watcher of the gates of the damned, Cerberus is the embodiment of hell itself.
A large three headed demonic hound with red eyes and a coat as dark as the deepest shadows of the abyss. In hell his form is solid, while in other planes his figure is less tangible, almost as if a shadow surrounds him. Though Cerberus is quite independent, he still serves a master and can be called home at any time.
It's said whenever the beast chooses he can rampage through entire villages or forests, or he can travel as long as he wishes without ever being seen or even heard. To see this beast while outside of hell is a death omen, your time draws near and he will watch over you for all eternity.
Lair and Lair Actions
Cerberus lives in Avernus outside the city, hunting creatures that dare leave the walls that trap them there. If Cerberus leaves Avernus, he will typically set up in volcanoes or mountains near cities or towns that are deemed too unholy to remain where after setting up his home he will then begin to kill all inhabitants.
Lair Actions
On initiative count 20 (losing initiative ties), Cerberus takes a lair action to cause one of the following effects; Cerberus can’t use the same effect two rounds in a row:
Darkness. Cerberus casts the darkness spell four times. Cerberus doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
Illusory Duplicate. Cerberus creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Cerberus can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Cerberus (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Cerberus, in which case the illusion disappears.
Regional Effects
The region containing Cerberus's lair is warped by his sheer presence, which creates the following effects:
Scared Animals. Beasts within 1 mile of the lair become antsy and skittish — even creatures that are normally docile and friendly. Within that area, any ability check involving Animal Handling has disadvantage.
Unnerving Darkness. Within 6 miles of the lair, at night the darkness seems almost unnaturally dark. Where a torch used to light the path, now lights your hand in front of your face.
If Cerberus dies or leaves, these effects fade over the course of 6 days.
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