| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Guard Dog. The pup’s allies within a 30-foot Emanation originating from the pup have Advantage on Initiative rolls. Further, the pup doesn’t need to sleep, and it can finish a Long Rest in 4 hours if it remains still.
Loud Breathing. Creatures that can hear have Advantage on Wisdom (Perception) checks made to find the pup.
Pack Tactics. The pup has Advantage on an attack roll against a creature at least one of the pup’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Multiattack (Recharges After a Short or Long Rest). The pup makes three Bite attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.
Description
Cerberus pups are often heard before they’re seen due to their loud, enthusiastic breathing. These three-headed dogs are loyal and protective creatures that enjoy playing with stuffed animals to showcase their adorably fierce hunting skills. What they lack in nimbleness and grace they make up in perceptiveness and tenacity. Their three heads allow them to always be on guard and keep their allies on their toes.
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