A three-headed daemon feared throughout Niflheim. Although famously ferocious and seemingly impossible to tame, the imperial army nevertheless set out to capture and control the canine. The magitek infantry ultimately succeeded in suppressing Cerberus, but not before the beast wrought death and destruction upon the military and citizenry alike.
Cerberus
Gargantuan Abberation (Daemon), Chaotic Evil
Armor Class 23 (Natural Armor)
Hit Points 189 (14d20 + 112)
Speed 60 ft., climb 50 ft.
Initiative 20 (+10)
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 16 (+3) | 26 (+8) | 8 (-1) | 21 (+5) | 12 (+1) |
Saving Throws Str +16, Dex +11, Cha +9
Skills Perception +12
Damage Vulnerabilities cold
Damage Resistance force, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, poisoned
Senses passive Perception 22 (27 with
Keen Senses)
Languages ——
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Burning Attacks. Whenever Cerberus hits a target with a weapon attack, the target takes an additional 14 (4d6) fire damage (included in the attack).
Colossal. Cerberus occupies a 30’ x 30’ area and has Advantage on saving throws against being knocked Prone or moved against its will. Medium-sized or smaller creatures can enter its space and have Advantage with melee weapon attacks while doing so.
Daemonic Attacks. Whenever Cerberus deals damage against another creature other than another daemon, that creature must succeed on a DC 23 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell
lesser restoration or similar magic.
Immolating Aura. Cerberus radiates powerful flames within 30 feet of itself. This area is considered lightly obscured and any creature that starts its turn inside of or enters this area takes 21 (6d6) fire damage. Any flammable nonmagical objects that aren’t being worn or carried in this area ignite.
Keen Senses. Cerberus has a +5 bonus to Wisdom (Perception) checks that rely on hearing, sight, or smell.
Legendary Resistances (3/Day). If Cerberus would fail a saving throw, it can choose to succeed instead.
Multiple Heads. Cerberus can take up to three reactions per round, but only one per turn. In addition, Cerberus has Advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Stunned, and knocked Unconscious.
Powerful Leap. Cerberus’ long jump is up to 90 feet and its high jump is up to 45 feet, with a running start of at least 30 feet.
ACTIONS
Multiattack. Cerberus makes (A) three
Bite attacks (only two of which can hit the same target if it is Large-sized or smaller), two
Claw attacks and a
Tail attack, or (B) three
Magma Bolt attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit. 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. If the target is a creature, it must succeed a DC 23 Dexterity saving throw or be grappled by Cerberus. Cerberus can grapple up to 3 creatures this way, and for each creature it is grappling this way, it loses one Bite attack and one Magma Bolt attack from its Multiattack. A creature grappled this way by Cerberus can repeat its saving throw at the end of each of its turns, escaping the grapple on a success and entering an unoccupied space adjacent to the Cerberus.
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit. 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage. If Cerberus hits the same creature with his Claw attack twice in the same round, the creature’s AC is reduced by 1. This reduction can be removed with lesser restoration, similar magic, or by finishing a short rest.
Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target.
Hit. 19 (2d10 + 8) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed back 15 feet and knocked prone.
Magma Bolt. Ranged Weapon Attack: +10 to hit, range 120/500 ft., one target.
Hit. 45 (12d6 + 3) fire damage. If the target is a creature it must succeed a DC 19 Strength or Dexterity saving throw (target’s choice) or have its movement speed(s) reduced by 10 feet until the end of its next turn.
BONUS ACTIONS
Bite. Cerberus makes one
Bite attack against each creature it has grappled using its Bite attack.
LEGENDARY ACTIONS
Cerberus can take 3 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.
Move. Cerberus moves up to half its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). Cerberus makes an attack against a creature within reach/range.
Slaying the Cerberus.
The heart of the Cerberus can be crafted into a powerful talisman, known as a
Tri-Head Heart.