Legendary Resistance. Cerberus has 3 legendary resistances. Whenever he fails a saving throw, he may choose to succeed instead.
Multiheaded. Cerberus has three heads. He rolls 3 dice on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wide Reach. Cerberus has 3 reactions.
Magic Resistance. Cerberus has advantage on saving throws against magic and all magical effects.
Hades' Guardian. Cerberus has advantage on attacks against undead and celestials or against those escaping the underworld. Cerberus cannot be moved unwillingly while conscious and cannot be commanded, dominated, persuaded, intimidated or any similar effect through magic or other means by anyone other than Hades.
Immovable. Cerberus cannot be moved unwillingly while conscious.
Multiattack. Cerberus makes 3 bite or bark attacks when taking the attack action.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 21 (2d10 + 10) piercing damage + 10 (4d4 necrotic). If the target is large or smaller, they become grappled (escape DC 20). Until this grapple ends, the creature takes an additional 2d6 piercing damage, cannot be targeted by another head and the head used cannot target another creature.
Bark. Ranged Attack: +9 to hit, range 30/120 ft., 1 target. Hit: 24 (3d10+8) necrotic damage.
Breath Weapon (Recharge 5-6): Cerberus expels a mass of Chthonic energy, firing it at a point within 120 ft. All creatures within a 30ft radius of the point must make a DC 18 dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save and half as much on a successful save.
Cerberus has 3 legendary actions, these can be used at the end of another creature's turn. Spent legendary actions are ragained at the start of his turn.
Attack (Costs 1 Actions). Cerberus can use either Bite or Bark.
Locate (Costs 1 Action). Cerberus can make a perception check.
Stygian Scream (Costs 2 Actions). Cerberus roars, all creatures within 60 ft must make a DC 19 wisdom saving throw or become frightened for 1 minute, the target may repeat the saving throw at the end of each of their turns.
Fire Breath (Costs 2 Actions). Cerberus exhales hellfire in a 30-foot cone. Each creature in that area must succeed on a DC 21 Dexterity saving throw or take 27 (5d10) fire damage.
When Cerberus is reduced to 210 hit points or fewer, he can use his Mythic Trait, Fury of the Underworld and he can take one of the following Mythic Actions at the end of another creature’s turn. He can take only one Mythic Action per turn, and cannot use the same mythic action twice in row, regaining spent Mythic Actions at the start of his turn.
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Soulstorm (Costs 2 Actions). Cerberus summons a maelstrom of vengeful spirits in a 60-foot radius centered on him. Each creature of Cerberus' choice in the area must make a DC 21 Constitution saving throw or take 44 (8d10) necrotic damage and be restrained by the swirling souls for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success.
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Infernal Rage (Costs 2 Actions). Cerberus unleashes a frenzied flurry of bites and strikes. He makes three Bite attacks against one creature within range. If the target is hit by at least two of the attacks, it must succeed on a DC 21 Strength saving throw or be knocked unconscious for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the unconscious condition on a success.
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Gates of Hades (Costs 3 Actions). Cerberus tears open a portal to the Underworld. Each creature of Cerberus’ choice within 120 feet must succeed on a DC 19 dexterity saving throw or be dragged into the portal, which leads to the River Styx. On a failed save, the creature is banished to a random layer of the Lower Planes for 1 turn, experiencing the horrors of Hades. A banished creature returns to the battlefield after 1 turn if. On a successful save, the creature takes 55 (10d10) psychic damage but remains on the Material Plane.
Description
The legendary 3-headed guardian dog of Hades, preventing entry and exit with his might.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Cerberus takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Portal of Souls. Cerberus summons 2d4 wraiths in unoccupied spaces within 60 ft. The wraiths act immediately after Cerberus in the initiative order.
- Regeneration. Cerberus regains 50 hit points.
- Hellfire Burst. Cerberus creates a burst of Hellish flames, all hostile creatures must make a DC 20 dexterity saving throw or take 4d10 fire damage and be knocked prone.
Regional Effects
The region containing Cerberus’s lair is void of life, which creates one or more of the following effects:
- Death's Embrace. All food and drink within 1 mile of Cerberus rapidly rot and become inedible
- Undead Proliferation. The souls of the dead are trapped in the region. Any creature that dies within 1 mile of Cerberus’ lair rises as a wraith 1d4 hours after death unless the body is blessed or burned.
If Cerberus dies, these effects fade over the course of 1d10 days.
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