Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects.
Magic Attacks. Cerberus' attacks are considered magical.
Sunlight Sensitivity. While in sunlight, Cerberus has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. It hates sunlight and will never go to the material plane's surface willingly.
Legendary Resistance (3/Day). If Cerberus fails a saving throw, it can choose to succeed instead.
Keen Hearing and Smell. Cerberus has advantage on Perception checks that rely on hearing or smell.
Cerberus' Curse. If a creature is hit by Cerberus' bite attack, that creature is forced to remain in its current plane until the curse is removed by a Remove Curse spell.
Relentless Tracker. Cerberus knows the distance to and direction of any creature under the effect of its Cerberus' Curse, as long as that creature and Cerberus are on the same plane. If the creature being tracked dies, Cerberus knows.
Soul Scent. Cerberus can pinpoint, by magical scent, the location of any nearby souls (within 40 ft).
Multiattack. Cerberus uses its howl of despair, it then makes a bite attack with each of its three heads.
Hell Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) fire damage. This attack can hit incorporeal creatures and souls.
Howl of Despair. Each creature that is within 120 feet of Cerberus and can hear it must succeed on a DC 21 Wisdom saving throw or succumb to the terror of Cerberus and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
Underworld Fire Breath (Recharge 5–6). Cerberus exhales underworld fire from all three of its heads into one 60-ft cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 12d8 fire damage on a failed save, or half as much damage on a successful one. This attack ignores resistance to fire. If the target is a creature or flammable object, it is also ignited and set on fire. Until a creature takes an action to douse the underworld fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Poison Breath (Recharge 5–6). Cerberus exhales a spew of liquid poison in a 20 ft cone from one of its heads. On a hit, a creature takes 3d6 poison damage. If a creature fails a DC 13 Constitution saving throw, it is poisoned for 3 rounds.
Description
Cerberus is a huge three headed hellhound, and a pet of the god of the underworld, Hades. It guards the gates of the underworld, to prevent souls from leaving. Cerberus is a Doberman with powerful muscles, black skin and glowing red eyes, and red-green fire spews from its 3 mouths. It is usually seen chained near the hellish gates, snarling and looking in different directions with its heads. Cerberus in fact does not have 3 different minds, since each head is actually controlled by one mind. Cerberus is the offspring of the semi-divine monsters Echidna and Typhon. It obeys Hades without question, and is ruthless in both hunting and combat.