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Cerberus

Large fiend (devil), lawful evil

Armor Class 14
Hit Points 147 (14d10 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 5 (-3) 14 (+2) 12 (+1)

Saving Throws Str +10, Wis +6
Skills Intimidation +5, Investigation +1, Perception +6, Survival +6
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages abyssal, Common, Infernal but cannot speak
Challenge 10 (5,900 XP)

Special Traits

  • Devil’s Sight. Magical darkness doesn’t impede Cerberus’ darkvision.
  • Multiple Heads. Cerberus has three heads. While it has more than one head, it has advantage on saving throws against being blinded, deafened, and stunned. Whenever Cerberus takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies.
  • Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Cerberus’ attacks are magical.

Actions

  • Fire Breath (Recharge 6). Cerberus exhales fire in a 30 ft. cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • Multiattack. Cerberus makes as many attacks as it has heads.
  • Cursed Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage. In addition, the bite saps the target’s life energy, reducing its movement speed by 10 feet until the end of its next turn.

About

The three-headed hound guardian of the underworld gate, Cerberus’ role is to prevent the dead from escaping to the world of the living, and to keep out those of the living who seek to save the lives of their loved ones.

Section 15: Copyright Notice

Dungeons & Divinities: Greek Pantheon Codex Copyright 2020 Nicolas (Zehus) Levastre Author: Nicolas (Zehus) Levastre.