Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d6) poison damage and 2 (1d6) acid damage. Can do up to 3 during one attack action.
Hop Halitosis. The hound exhales liquid hops in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) poison damage and 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Hop Haze (Recharge 5-6) All three heads exhale liquid hops and create a cloud of within 20ft-radius sphere of itself. Each creature that begins or ends their turn in the cloud must make a DC 13 Constitution saving throw against poison and acid, taking 7 (2d6) poison damage and 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. The cloud remains for 1 minute in the air. Non-magical weapon attacks are at disadvantage for the duration.
After 1 minute the following may happen:
-If in a concealed space, the cloud will form small puddles on the ground. Creatures making melee attacks against the hound must make a Dexterity saving throw. On a failed save the creature will be restrained.
-if in an open space, the cloud will dissipate.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (2d6) poison damage.
Description
Adapted to suit the needs of Mead Marauders, these fiends that take the form of Cerberus. Used to guard ingredients in alcoholic drinks at their headquarters.
Will not flee.
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