Keen Hearing and Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiple Heads. Cerberus can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent.
Multiattack. Cerberus makes three attacks with its bite.
Fire Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 11 (2d10) fire damage.
Frost Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 11 (2d10) cold damage.
Lightning Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 11 (2d10) lightning damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Cerberus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cerberus regains spent legendary actions at the start of its turn.
Cerberus’ legendary action options are associated with his three heads. Once Cerberus chooses a legendary action option for one of his heads, he can’t choose another one associated with that head until the start of his next turn.
Tail Attack. Cerberus makes a tail attack.
Fire Breath (Costs 2 Actions). Cerberus exhales fire in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Frost Breath (Costs 2 Actions). Cerberus exhales fire in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
Lightning Breath (Costs 2 Actions). Cerberus exhales fire in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.
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