Three-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Ghostly Hound: Due to the fact that it is a denizen of the Underworld, this Dog is partially ethereal, making it resistant to physical attacks.
Loyalty. Though Dogs can be wild sometimes, if a creature takes in and cares for this dog, it'll become deathly loyal and protect its master.
Keen Hearing and Smell. The Dog has an advantage on a Wisdom (Perception) check that relies on hearing or smell.
Pack Tactics. The Dog has an advantage on attack rolls against a creature if at least one of the Dog's allies is within 5 feet of the creature and the ally isn’t incapacitated.
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.
Bark. Range attack: All creatures in a 60-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.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d10 + 2) Slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (2d6 +4) slashing damage.
Slam. Cerberus makes a melee attack against all creatures within a 5ft wide, 40ft line. The creatures must make a DC 15 Dex Saving throw, take( 2d6 +2) Bludgeoning Damage, and be knocked prone. A successful save grants half damage and they are not forced prone.
Kick rocks. Ranged Weapon Attack: +4 to hit, range 60/240 ft., any creatures within a 20 ft. cone of the Cerberus. Hit: (8d6 +2) bludgeoning damage.
Fire / Nacrotic Breathe. Range Attack: All creatures in a 30-ft. cone of the Cerberus must make a Constitution Saving throw of 15. Targeted creatures take 3d10 Fire or Necrotic damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 1 to 3 turns to use this again, determining on a 1d20 roll to refuel.
Multiattack: Each one of Cerberus's three heads can make an attack each round.
1 to 3 Bark. Range attack: All creatures in a 60-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.
1 to 3 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d10 + 2) Slashing damage.
1 to 3 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (2d6 +4) slashing damage.
Slam. Cerberus makes a melee attack against all creatures within a 5ft wide, 40ft line. The creatures must make a DC 15 Dex Saving throw, take( 2d6 +2) Bludgeoning Damage, and be knocked prone. A successful save grants half damage and they are not forced prone.
Kick rocks. Ranged Weapon Attack: +4 to hit, range 60/240 ft., any creatures within a 20 ft. cone of the Cerberus. Hit: (8d6 +2) bludgeoning damage.
1 to 3 Fire / Nacrotic Breathe. Range Attack: All creatures in a 30-ft. cone of the Cerberus must make a Constitution Saving throw of 15. Targeted creatures take 3d10 Fire or Necrotic damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 1 to 3 turns to use this again, determining on a 1d20 roll to refuel.
Multiattack: Each one of Cerberus's three heads can make an attack each round.
Bark. Range attack: All creatures in a 60-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.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target.(3d10 + 2) Slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (2d6 +4) slashing damage.
Fire / Nacrotic Breathe. Range Attack: All creatures in a 30-ft. cone of the Cerberus must make a Constitution Saving throw of 15. Targeted creatures take 3d10 Fire or Necrotic damage. If the creature can dodge, on a successful dodge it will take half damage. You must wait for 1 to 3 turns to use this again, determining on a 1d20 roll to refuel.
Comments