Howl. When the servers house any creature that is an enemy must make a Charisma saving throw a 15 on a fail the creature that becomes frightened this lasts till the end of their next turn and you have to wait to turn before you can use it again.
Multiattack: Each one of Cerberus's three heads can make an attack each round.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d8 + 2) Slashing damage.
Bark. Range attack: All creatures in a 30-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage.
The creatures are now deafened for 3 turns or until healed.
Fire breath. Range Attack: All creatures in a 20-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 3 turns to use this again
Multiattack: Each one of Cerberus's three heads can make an attack each round.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d8 + 2) Slashing damage.
Bark. Range attack: All creatures in a 30-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage.
The creatures are now deafened for 3 turns or until healed.
Fire breath. Range Attack: All creatures in a 20-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 3 turns to use this again
Multiattack: Each one of Cerberus's three heads can make an attack each round.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d8 + 2) Slashing damage.
Bark. Range attack: All creatures in a 30-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage.
The creatures are now deafened for 3 turns or until healed.
Fire breath. Range Attack: All creatures in a 20-ft. cone of the Cerberus must make a constitution saving throw of 15. Targeted creatures must take 3D10 damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 3 turns to use this again
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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