2E Legends & Lore said:If Cerberus is ever killed, Hades simply allows him to leave the underworld and journey back to the land of the living.
1E D&DG said:Each head bites for 3-30 points; the middle head spews forth a powerful poisonous spittle up to 30' which kills on contact (no saving throw); the collective gaze of all 3 heads turns mortals to stone (one per round, saving throw applies). It attacks as a 16+ hit dice monster. Cerberus may only use one attack form per head per round. The creature regenerates 5 points per melee round.
2E Legends & Lore said:Cerberus has three heads, each of which can bite in combat. If the middle head opts not to bite, it spews a stream of poison spittle to a range of 30’, causing death on contact (save versus death to negate). The collective stare of all three heads turns any mortal to stone (save versus petrification to negate).
BOZ said:i'm officially no longer afraid to pile on Hit Dice.but, it needs to be an appropriate amount. for now, let's leave the number open. i'll get back to that later. i've settled on CR 20 being appropriate.
BOZ said:i don't think he should be unkillable, because:
BOZ said:here are his two special attacks as i originally wrote them, once upon a time:
Poison Spittle (Su): Cerberus can spit forth a stream of poison from his middle head if he chooses not to bite with it. The spit is Contact poison with a range of 30', Fortitude save (DC 26); initial damage 3d6 Constitution, secondary damage instant death.
Petrifying Gaze (Su): Once per round, Cerberus can turn all three of his heads to face a mortal opponent and turn his gaze upon his victim. The victim must make a Will saving throw (DC 26) or be turned to stone permanently.
let's work on these two powers for the moment, and come back to the HD issues later.
BOZ said:This ability needs a bit of clarification:
Eternal Vigilance (Su): Due to his master Hades' magics, Cerberus is unmatched in his guardianship ability. He cannot be magicked away from his post by any force, nor can he be tricked away by any means, magical or otherwise. Spells designed to move him or enchant him into leaving simply do not work, and any nonmagical attempts at deception are immediately shown to him for what they are.
I say it should be split up a bit into immunity to mind-affecting effects, and a big bonus to Sense Motive (+10 at least). Any magical effect that would teleport him or move him from his current location would automatically fail unless he allowed it.
Shade said:Updating a dire wolf to Huge yields...
Abilities: Str 33, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Updating a Nessian warhound to Huge yields...
Str 34, Dex 12, Con 24, Int 4, Wis 12, Cha 6
The mivilorn elite demon warmount (already size Huge) has...
Str 35, Dex 11, Con 30, Int 4, Wis 17, Cha 12
The multiheaded creature template suggests adding +2 Con per additional head.
Taking all this into consideration, I'd recommend:
Str 33-35+, Dex 11-13, Con 25-34, Int 11-14+ (based on very to high from past sources), Wis 17+, Cha 12+