Epic Monsters: Cerberus (5E) | EN World Tabletop RPG News & Reviews

Posted by Patria Henriques on Sunday, July 14, 2024
Off the top of my head, I'm thinking:

Cerberus
Huge beast, neutral

Armor Class 18 (natural armor)
Hit Points 270 (20d12+140)
Speed 50 ft.

STRDEXCONINTWISCHA
22 (+6)15 (+2)25 (+7)7(-2)12 (+1)18 (+4)

Saving Throws Dex +8, Con +13
Skills Insight +8, Intimidation +16, Perception +13, Stealth +8, Survival +7
Damage Resistances cold, fire, necrotic, radiant
Senses darkvision 200 ft., passive Perception 23
Languages Common
Challenge 20 (don't have the chat in front of me XP)

Ageless. Cerberus cannot suffer from frailty of old age, die from old age, or be aged magically.

Juggernaut. If Cerberus fails a saving throw, it can use a reaction to re-roll the saving throw. It must use the result of the second roll.

Magic Resistance. Cerberus has advantage on saving throws against spells and magical effects.

Magic Weapons. Cerberus's weapon attacks are considered magical for overcoming resistances and immunities.

Savage. Cerberus's can use a bonus action to make a bite attack on a creature it has grappled or is prone within its reach.

Snake-Tail. Cerberus’ uses its Dexterity modifier for attack and damage rolls with its snake-tail.

Three Heads. Cerberus gains double his proficiency bonus to and has advantage on Wisdom (Perception) checks. In addition, he has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack. Cerberus makes three bite attacks and one snake-tail attack.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) acid damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be grappled. A Medium or smaller greater grappled this way is also restrained.

Snake-Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (3d4+2) piercing damage plus 14 (4d6) poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be poisoned.

Vitriolic Spray (Recharge 5-6). Cerberus exhales a spray of toxic acidic liquid in a 20-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 59 (17d6) acid damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

You know what these are, he gets 3 of them.

Detect. Cerberus makes a Wisdom (Perception) check.
Leap (Costs 2 Actions). Cerberus leaps up to twice its movement. If it lands in an occupied space, each creature in the area must make a DC 16 Dexterity saving throw or take 32 (4d12 + 6) bludgeoning damage and be knocked prone. If a creature succeeds on its saving throw it is pushed to an unoccupied space adjacent to Cerberus.

I would like to have more, but the simple ones would change the CR and I don't want to do that at the moment.

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