Large Beast (Fiend), Neutral
Armor Class 16 Natural
Hit Points 90 (14d10 + 36)
Speed 40 ft., Burrow 30 ft., Swim 30 ft., Climb 30 ft.
STR
19 (+4)
DEX
18 (+4)
CON
21 (+5)
INT
15 (+2)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +7, DEX +7, CON +8, INT +5, WIS +4, CHA +5
Skills Acrobatics +20, Arcana +10, Athletics +15, Intimidation +20, Perception +15, Persuasion +15, Stealth +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Necrotic
Senses Blindsight Uses ears and nose to see., Darkvision Can see 60ft, Tremorsense Can feel out to 60ft., Truesight, Passive Perception 17
Languages All Vistani
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Monster Tags: NPCfiendSidekickbeast companionpetsupport

Habitat: HillMountainPlanar (Abyss)Planar (Beastlands)Planar (Elemental Plane of Fire)Planar (Limbo)Planar (Nine Hells)UnderdarkUrban

TattooKuma

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