| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 14 | +2 | +7 |
| CON | 28 | +9 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +7 |
| CHA | 16 | +3 | +8 |
Traits
Threefold Mind. Cerberus has three separate heads. He cannot be surprised and has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
If one head is incapacitated, he loses the associated ability (see “Head Traits”).
Lair of the Maw. While in his lair, Cerberus controls the terrain:
At initiative count 20 (losing ties), he can cause one of the following effects:
Regurgitate Acid: Vomits bile in a 30-ft cone; all creatures must succeed on a DC 16 Dex save or take 4d8 acid damage and be knocked prone.
Digestive Quake: The ground shakes violently; each creature must succeed on a DC 15 Dex save or fall prone and be moved 10 ft. toward a bile pit.
Slothful Pulse: The air thickens; all creatures in the room must make a DC 15 Con save or have their speed halved until the next round.
Hellish Regeneration. If a head is destroyed, it regrows at the start of the next round unless the stump is seared with radiant damage or holy water.
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Head Traits
Left Head — Hunger (Acid Maw)
Bite (Recharge 5–6): 30-ft cone, Dex DC 16; 8d8 acid damage on a failed save, half on success.
Passive Aura: Within 20 ft. of Cerberus, food and potions instantly spoil; healing from consumables fails.
Middle Head — Sloth (Somnolent Breath)
Exhale of Apathy (Recharge 5–6): 30-ft cone; creatures must succeed on a Con DC 16 save or fall asleep for 1 minute (as sleep, but magical). Affected creatures can be woken by taking damage or being shaken.
Passive Aura: Creatures that start their turn within 10 ft. must succeed on a DC 13 Con save or take a –2 penalty to attack rolls until the start of their next turn (lethargy aura).
Right Head — Greed (Golden Fang)
Gilded Bite: Melee Weapon Attack, +11 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 7) piercing damage. On a critical hit, the target’s weapon or armor is coated in molten gold (reducing movement speed by 10 ft. until cleaned).
Passive Aura: Within 20 ft., creatures must make a DC 15 Wisdom save or feel compelled to hoard nearby treasure, even mid-battle (acts as suggestion).
Multiattack. Cerberus makes three attacks: one with each head’s bite, or two bites and one Tail Slam.
Tail Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 18 (2d10 + 7) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be knocked prone.
Infernal Howl (Recharge 6). Cerberus unleashes a tri-voiced roar that shakes the entire cavern.
All creatures within 60 ft. must make a DC 16 Wisdom saving throw or take 6d10 thunder damage and be frightened for 1 minute.
On success, they take half damage and are not frightened.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Phase 2: The Maw Unleashed (When reduced below 50% HP)
Cerberus tears free from his infernal chains, his stomach splitting open into a gaping pit.
Effects:
All terrain becomes difficult (slick bile).
Acid pools ignite (3d8 fire damage per round if stepped into).
He gains a new ability:
> Devour Soul (Recharge 5–6): On a hit with any bite, the target must make a DC 15 Con saving throw or be partially swallowed — taking 6d6 acid damage at the start of their turns until freed (DC 16 Athletics or Acrobatics to escape).
If a character is killed by this attack, their body dissolves instantly and their soul becomes one of the chained shades within Cerberus’s stomach — whispering forever in the infernal chorus.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Appearance
Three monstrous heads rise from a single bloated, molten-black body.
Each head represents a sin:
Left Head — Hunger: constantly drools acid that sizzles through the floor.
Middle Head — Sloth: half asleep, its eyes milky white; exhales clouds of soporific gas.
Right Head — Greed: its fangs are coated in gold, eyes glowing red with possessive fury.
Chains of infernal iron pierce his hide, anchoring him to the chasm. Each link bears the name of a soul he’s devoured.
When he breathes, the walls themselves quiver — as though the dungeon is his stomach.
Death
When Cerberus dies, his body liquefies into glowing bile.
From the remains, a single golden fang remains — the Infernal Tooth of Gluttony (usable as a +1 acid-damage weapon augment).
The bile seeps into the floor, and the ground solidifies again, forming a safe path forward deeper into
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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