Large Celestial, Lawful Neutral
Armor Class 18 Natural
Hit Points 175 (20d10 + 75)
Speed 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +6, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Truesight 120 ft, Passive Perception 20
Languages Infernal can't speak but understand
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fire Aura. At the start of each of cereberus' turns, each creature within 5 feet of it takes 1d10 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the verberus or hits it with a melee attack while whitin 5 feet of it takes 1d10 fire damage.

Magic Resistance. The cerberus has advantage on saving throws against spells and other magical effect.

Pack tactics. The cerverus has advantage on an attack roll against a creature if at least one of the cerberus allies is within 5 feet of the creature and isn't incapacitated.

Mutliple heads. Each head count has one creature. They are allies of each other and can each take one reaction per turn.

Actions

Multiattack. Each head can do one attack per turn.

Bite. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 2d10 + 5 piercing damage plus 2d6 fire damage.

Flamming Breath. Ranged melee attack: +8 to hit, reach 60 feet, one target. Hit: 3d10 fire damage and the target is burning (1d8 fire damage at the beginning of each round except if the extinguish themself with an action).

Hell Howl. When the Cerberus sees attackers for the first time, he will howl at them. They need to succeed a WIS save of DC 18 or be frighten by the Cerberus. 

Reactions

Riposte. After a failed melee attack against the cerberus, one of it's head can do a melee attack against the attacker.

DM_Fenyx

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