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<blockquote data-quote="John Q. Mayhem" data-source="post: 1171466" data-attributes="member: 13525"><p>Demonic Guardian Hound</p><p>Large Outsider (Chaotic, Evil, Fire)</p><p>Hit Dice: 12d8+60 (114 hp)</p><p>Initiative: +4</p><p>Speed: 40 ft.</p><p>AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18</p><p>Attacks: 3 bites +17 melee</p><p>Damage: Bite 2d6+5/19-20</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Breath weapon (30-ft. cone of fire)</p><p>Special Qualities: Darkvision 90 ft., fire subtype, outsider traits, scent</p><p>Saves: Fort +13, Ref +8, Will +8</p><p>Abilities: Str 21, Dex 11, Con 21, Int 6, Wis 10, Chr 6</p><p>Skills: Hide +16, Listen +17, Move Silently +19, Search +5, Spot +17*, Wilderness Lore +7*</p><p>Feats: Improved Critical (bite), Improved Initiative, Power Attack, Track, Weapon Focus (bite)</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p></p><p>Demonic guardian hounds are three-headed advanced hell hounds.</p><p></p><p>Combat</p><p></p><p>Breath Weapon (Su): Each of demonic guardian hound's three heads may create a 30-foot cone of fire every 2d4 rounds. The attack deals 1d4+1 points of fire damage (Reflex DC 21 half). The fiery breath also ignites any flammable materials within the cone. All three heads may breathe at once, and the creature may use its breath while biting.</p><p></p><p>Fire Subtype (Ex): A demonic guardian hound has fire immunity, and it takes double damage from cold except on a successful save.</p><p></p><p>Outsider Traits: A demonic guardian hound has darkvision with a 90-foot range. It cannot be raised or resurrected (though a wish or miracle spell can restore life).</p><p></p><p>Scent (Ex): A demonic guardian hound can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p></p><p>Skills: A demonic guardian hound receives a +5 racial bonus on Hide and Move Silently checks. Because of its two extra heads, it also gains a +4 racial bonus on Listen, Search and Spot checks. *It gains a +8 racial bonus on Spot checks and Wilderness Lore checks when tracking by scent, due to its keen sense of smell.</p><p></p><p>This is from Wizard's website. Just advance it a bit to get CR 15, but there are probably about a million and a half different stat blocks for cerberus on the web.</p></blockquote><p></p>
[QUOTE="John Q. Mayhem, post: 1171466, member: 13525"] Demonic Guardian Hound Large Outsider (Chaotic, Evil, Fire) Hit Dice: 12d8+60 (114 hp) Initiative: +4 Speed: 40 ft. AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18 Attacks: 3 bites +17 melee Damage: Bite 2d6+5/19-20 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Breath weapon (30-ft. cone of fire) Special Qualities: Darkvision 90 ft., fire subtype, outsider traits, scent Saves: Fort +13, Ref +8, Will +8 Abilities: Str 21, Dex 11, Con 21, Int 6, Wis 10, Chr 6 Skills: Hide +16, Listen +17, Move Silently +19, Search +5, Spot +17*, Wilderness Lore +7* Feats: Improved Critical (bite), Improved Initiative, Power Attack, Track, Weapon Focus (bite) Climate/Terrain: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Demonic guardian hounds are three-headed advanced hell hounds. Combat Breath Weapon (Su): Each of demonic guardian hound's three heads may create a 30-foot cone of fire every 2d4 rounds. The attack deals 1d4+1 points of fire damage (Reflex DC 21 half). The fiery breath also ignites any flammable materials within the cone. All three heads may breathe at once, and the creature may use its breath while biting. Fire Subtype (Ex): A demonic guardian hound has fire immunity, and it takes double damage from cold except on a successful save. Outsider Traits: A demonic guardian hound has darkvision with a 90-foot range. It cannot be raised or resurrected (though a wish or miracle spell can restore life). Scent (Ex): A demonic guardian hound can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: A demonic guardian hound receives a +5 racial bonus on Hide and Move Silently checks. Because of its two extra heads, it also gains a +4 racial bonus on Listen, Search and Spot checks. *It gains a +8 racial bonus on Spot checks and Wilderness Lore checks when tracking by scent, due to its keen sense of smell. This is from Wizard's website. Just advance it a bit to get CR 15, but there are probably about a million and a half different stat blocks for cerberus on the web. [/QUOTE]
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