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Greater Powers
\pagebreakNum # Greater Powers While there are many powerful mortals who have almost reached the level of ascension, beings of great powers have always existed long before. Within this book, you will find naturally powerful demigods, legendary heroes, elder evils and greater deities. Within the game's mechanics, these beings belong to a large range of challenge ratings. Since not all types of greater powers are equal (E.g. Orcus is a lesser god but has a CR of 24, lower than Demogorgon's CR 26), they will be separated into 3 sub-categories. The greater powers are separated into the following sub-categories: - Low End: A greater power at the low end means that they either recently entered this level of power or their power has been reduced to such a state. Most of a greater power type belongs at this level. This also acts as the average of most power types. (Most lesser deities belong at this category) - Middle End: A greater power at the middle end means that the being is starting to become stronger in contrast to their peers. (A few lesser deities belong to this category) - High End: A greater power at the high end means that the being is at the peak of what their power type is. (Lesser deities that belong to this category is almost reaching the level of a greater) ##### CR Range of Deities | Demigods | Challenge Rating | |:---:|:-----------:| | Low End | 13 - 15 | | Middle End | 16 - 17 | | High End | 18 - 20 | | Titans | Challenge Rating | |:---:|:-----------:| | Low End | 19 - 21 | | Middle End | 22 - 23 | | High End | 24 - 26 | | Vestige | Challenge Rating | |:---:|:-----------:| | Low End | 15 - 17 | | Middle End | 18 - 19 | | High End | 20 - 22 | | Lesser Deity | Challenge Rating | |:---:|:-----------:| | Low End | 24 - 26 | | Middle End | 27 - 28 | | High End | 29 - 31 | \columnbreak | Greater Deity | Challenge Rating | |:---:|:-----------:| | Low End | 32 - 34 | | Middle End | 35 - 36 | | High End | 37 - 39 | | Supreme/Overdeity | Challenge Rating | |:---:|:-----------:| | Low End | 40 - 42 | | Middle End | 43 - 45 | | High End | 46 - 50 | ##### CR Range of Primordials | Archomentals | Challenge Rating | |:---:|:-----------:| | Low End | 14 - 17 | | Middle End | 18 - 20 | | High End | 21 - 24 | | Primordials | Challenge Rating | |:---:|:-----------:| | Low End | 26 - 28 | | Middle End | 29 - 31 | | High End | 32 - 34 | | Dawn Titans | Challenge Rating | |:---:|:-----------:| | Low End | 35 - 36 | | Middle End | 37 - 38 | | High End | 39 - 40 | ##### CR Range of Far Realm Denizens | Great Old Ones | Challenge Rating | |:---:|:-----------:| | Low End | 23 - 25 | | Middle End | 26 - 28 | | High End | 29 - 30 | | Elder Gods | Challenge Rating | |:---:|:-----------:| | Low End | 24 - 26 | | Middle End | 27 - 29 | | High End | 30 - 31 | | Outer Gods | Challenge Rating | |:---:|:-----------:| | Low End | 35 - 38 | | Middle End | 39 - 42 | | High End | 42 - 46 | \pagebreakNum ## Demigods A demigod or demi-god is a mortal or immortal who is the offspring of a god and a human, or a figure who has attained some form of divine status. Considered to be the weakest form of deities, demigods are still an extremely powerful race. Each one of them carry a divine spark that gives them a multitude of powerful abilities that make them ahead of any other mortal. ## Titans Unlike demigods, titans are the divine creations of deities. They might be birthed from the union of two deities, manufactured on a divine forge, born from the blood spilled by a god, or otherwise brought about through divine will or substance. This alone makes them stronger than any demigod since they are not hassled by the weakness of mortality. ## Lesser Deity Lesser deities is the level of greater power where a being can be finally called a true god. Lesser deities commands the worship of thousands upon thousands of worshipers. Their power has reached a level where they can now influence the world in a way that many other beings cannot. While weaker than a greater deity, lesser deities are immensely powerful and influential. ## Greater deities Greater deities are beings of nigh omnipotent power. Their capability and reach almost encompasses the whole multiverse as some worlds are fully dedicated to their worship. These greater powers are both influential and immense in power. Greater deities commands the worship of millions upon millions of worshipers. ## Supreme/Overdeity Beings of relative omnipotent power, Overdeities are beings that are so high above the spectrum that there can only exist 1 overdeity per multiverse. They do not need or wish for worship as their power is theoretically infinite within their multiverse. Whatever their goal, these beings are effectively infinite, surpassed only be macroversal beings. ## Archomentals Archoelementals are powerful, unique elemental creatures, who often represent the Good and Evil sides of a given elemental energy. They are said to be among the most powerful elemental creatures in existence, each the master of great armies of elemental creatures, and each in control of great swaths of their elemental homeland. The archoelementals are largely considered to be on the cusp of godhood, possibly into demigod status, like other beings of similar power such as ancient dragons and demon lords. \columnbreak ## Primordials The primordials are god-like beings made of manifest entropy and elemental energy. The oldest and most ancient of elementals, the primordials represent reality's most purest form. They are also considered to be the most ancient enemy of the gods. While not having the same ability as gods, they are at average stronger than most gods and it would take an extremely powerful god or multiple of them to defeat a single primordial. ## Dawn Titans The strongest and most powerful of all the primordials. The dawn titans are the oldest and most ancient of all the primordials. When the dawn war occurred, the dawn titans struck hardest against the gods. They have killed more gods than any other event in history. Their power is considered to be even greater than the gods. ## Great Old Ones Deep in the far realm, beings of immense and unfathomable power lurk always planning to one day take the multiverse for themselves. The weakest of the greater powers in the far realms is the Great Old Ones. This is not to say they are weak, they are just relatively weaker compared to the other great beings in the far realm. Having no need for worship, these alien beings are constantly worshiped by mortals and immortals alike. Despite being too alien to understand, many mortals wish to gain power by worshiping and serving these powers. ## Elder Gods Ironically there are relatively benevolent beings that exist in the far realm. These great powers are called the Elder Gods. While just as alien and unfathomable as the great old ones, the Elder Gods have a different agenda in mind. They continuously fight against the plans and plots of the outer gods. ## Outer Gods If the Great Old Ones can be considered as the quasi deities of the far realm, then Outer Gods are the true gods of this alien realm. Power higher than Greater deities and even dawn titans, the outer gods are a league above them, surpassing even the strongest greater deities and oldest dawn titans. Despite their nigh infinite power, their plans are not something mortals and even the weaker greater powers can comprehend. Only beings as old as time itself can dare to comprehend the massiveness these beings represent. \pagebreakNum # Greek Pantheon Many of the gods of Greece descended from the greater titans, who were elder beings before the time of mortals and therefore did not need worshipers to make them strong. The worship by man gave power to the sons and daughters of the titans of a type that was not known to their elders. This enabled them to throw down the titans and gain mastery of the Prime Material Plane. Because of their need for human worship, the Greek gods show all the traits of the mortals that they claim to be so high above. The gods are highly jealous, envious, petty, and fly into blind rages in an instant. ## Zeus ##### Level of Power: Middle End Greater Deity Zeus is the son of the titans Kronos and Rhea. He led the gods in their overthrow of the titans, and became their general ruler. He is the lord of the upper air and the major ruler of the plane of Olympus. However, his rule is not always absolute, and the other gods and goddesses may argue his decisions. ## Achilles ##### Level of Power: High End Demigod Slayer of Hector, the immortal warrior, the son of King Peleus and the sea nymph Thetis, Achilles! Most people remember the legendary soldier from the Trojan War as an invincible warrior, made so by his mother Thetis dipping him into the River of Styx in his infancy. True to legend, Achilles is wholly immortal, only to be killed by attacking his heel, the only part of his body that was not dipped in the River of Styx. ## Perseus ##### Level of Power: Mid End Demigod Perseus is the legendary founder of Mycenae and of the Perseid dynasty, who, alongside Cadmus and Bellerophon, was the greatest Greek hero and slayer of monsters before the days of Heracles. He beheaded the Gorgon Medusa for Polydectes and saved Andromeda from the sea monster Cetus. He was the son of Zeus and the mortal Danaë, as well as the half-brother and great-grandfather of Heracles. \columnbreak ## Heracles ##### Level of Power: High End Demigod Heracles is a divine hero in Greek mythology, the son of Zeus and Alcmene, foster son of Amphitryon. He was a great-grandson and half-brother (as they are both sired by the god Zeus) of Perseus. He was the greatest of the Greek heroes, a paragon of masculinity, the ancestor of royal clans who claimed to be Heracleidae, and a champion of the Olympian order against chthonic monsters. ## Cerberus ##### Level of Power: Low End Titan Cerberus, often called the "hound of Hades", is a multi-headed dog that guards the gates of the Underworld to prevent the dead from leaving. Cerberus was the offspring of the monsters Echidna and Typhon, and usually is described as having three heads, a serpent for a tail, and snakes protruding from parts of his body. Cerberus is primarily known for his capture by Heracles, one of Heracles' twelve labours. ## Hades ##### Level of Power: Middle End Greater Deity The plane where Hades resides is known to most mortals by the name of its most powerful ruler. He is the god of the underworld and the eldest son of the Titans Kronos and Rhea and brother to Zeus and Poseidon. As the lord of the dead, Hades was greatly feared by the Greeks, and he had few temples or shrines dedicated to him. \pagebreakNum ___ ___ > ## Zeus "King of Gods" >*Large celestial (greater deity), chaotic neutral* > ___ > - **Armor Class** 24 (natural armor) > - **Hit Points** 1107 (82d10 + 656) > - **Speed** 60 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26(+8)|20(+5)|26(+8)|22(+6)|20(+5)|28(+9)| >___ > - **Saving Throws** Dex +15, Con +18, Int +16, Wis +15 > - **Skills** Arcana +16, Perception +15,Religion +16 > - **Damage Resistances** necrotic, radiant > - **Damage Immunities** lightning, poison, thunder; bludgeoning, piercing and slashing damage from non-magical weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, blinded > - **Senses** truesight 120 ft., passive Perception 25 > - **Languages** All, telepathy 120 ft. > - **Challenge** 36 (290,000 XP) > ___ > > ***Discorporation.*** When Zeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to Mount Olympus and he is unable to take physical form for a time. If he dies in Mount Olympus he dies permanently. > > ***Divine Word (3/day).*** Zeus can innately cast *divine word* (Spell save DC 27). His spellcasting ability is Charisma. The hit point threshold is increased by 30. > > ***God of Lightning & Thunder.*** Zeus' lightning and thunder damage ignores resistances, immunities and absorption. > > ***Innate Spellcasting.*** Zeus' spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components: > > At will: lightning bolt (20d6 lightning damage, Casting time is a bonus action), shapechange > > 3/day each: chain lightning (30d8 lightning damage), plane shift, storm sphere (9th level, no concentration required) teleport > > 1/day each: gate, resurrection > > ***Legendary Resistance (5/day).*** If Zeus fails a saving throw, he can choose to succeed instead. > > ***Magic Resistance.*** Zeus has advantage on saving throws against spells and other magical effects. > > ***Spear of Olympus.*** Zeus' weapon attacks are magical. In addition, Zeus carries his artifact, the Spear of Olympus. When Zeus uses the Spear of Olympus, it deals an extra 6d8 lightning and 6d8 thunder damage (included in the attack). When holding the Spear of Olympus he cannot be disarmed and he can use his bonus action to summon it to his hand. > >\columnbreak > > ### Actions > ***Multiattack.*** Zeus makes two attacks with the Spear of Olympus > > ***Spear of Olympus.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit* 22 (4d6 + 8) piercing damage plus 27 (6d8) lightning damage and 27 (6d8) thunder damage. > > ***Godly Smite.*** Zeus throws the Spear of Olympus towards a creature of his choice within 300 feet of him. That creature must succeed on a DC 23 Dexterity saving throw, taking 36 (8d6 + 8) piercing damage plus 27 (6d8) lightning damage and 27 (6d8) thunder damage and be impaled by the spear on a failed saving throw. An impaled creature is restrained and must make a strength (athletic) check (DC 26) to pull the spear out. While the spear is impaled on a creature, Zeus can use a bonus action to teleport 5 feet near the impaled creature. > > ***Lightning of the Mountain (Recharge 5-6).*** Zeus calls lightning from Mount Olympus and hits a 10 feet radius area of his choice within 300 feet of him. Each creature in that area must succeed on a DC 27 Dexterity saving throw, taking 135 (30d8) lightning damage and be stunned for 1 minute on a failed save, or take half as much on a successful one. The creature can repeat the saving throw at the end of their turn to remove the stunned effect with a success. > > ***Thunderclap (Recharge 5-6).*** Zeus claps his hand, releasing a powerful shockwave around 300 feet of him. Each creature in range must succeed on a DC 27 Constitution saving throw, taking 105 (30d6) thunder damage and be deafened for 1 minute on a failed save, or take half as much damage and not be deafened on a successful one. Thunder can be heard up to 10 miles away. The creature can repeat the saving throw at the end of their turn to remove the stunned effect with a success. > > ### Legendary Actions > Zeus can take 5 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. Zeus regains spent legendary actions at the start of his turn. > > ***Spear of Olympus.*** Zeus makes a Spear of Olympus attack. > > ***Lightning Bolt (Costs 2 Actions).*** Zeus casts *lightning bolt* > > ***Teleport (Costs 2 Actions).*** Zeus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. > > ***Wrath of the Gods (Costs 3 Actions).*** Zeus releases a burst of godly lightning and thunder around 30 feet of him. Each creature within range must succeed on a DC 27 Dexterity saving throw, taking 36 (8d8) lightning damage plus 36 (8d8) thunder damage and be knocked prone on a failed save, or take half as much damage and not be knocked prone on a successful one. \pagebreakNum ___ ___ > ## Achilles >*Medium humanoid (demigod), lawful neutral* > ___ > - **Armor Class** 20 (breastplate, shield) > - **Hit Points** 204 (24d8 + 96) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|16(+3)|18(+4)|12(+1)|15(+2)|13(+1)| >___ > - **Saving Throws** Str +10, Dex +9, Con +10 > - **Skills** Athletics +10, Insight +8, Perception +8, Religion +7 > - **Senses** passive Perception 18 > - **Languages** Common > - **Challenge** 18 (20,000 XP) > ___ > > ***Demigod.*** While in combat, at the start of each of his turns, Achilles regains 5 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points. > > ***False Immortality.*** Achilles' mother, Thetis, dipped him into the River Styx in his infancy, turning his skin nigh-invulnerable. He is immune to sneak attack damage, ignores extra damage from critical hits, immune to bludgeoning, piercing, and slashing damage from non-magical damage. A creature can target Achilles' singular point of vulnerability (his left heel) but has a -10 penalty on its attack roll, but on a hit the attack is considered a crit and they ignore the immunities and resistances of this feature. If Achilles is brought to 0 hit points, he immediately returns to 1 hit point if his heel wasn't specifically targeted. > > ***Legendary Resistance (1/day).*** If Achilles fails a saving throw, he can choose to succeed instead. > > ***Master of Combat.*** Achilles was born an extremely talented warrior and through rigid training, he has mastered the art of combat. He gains the following bonuses: > > - His AC is increased by +3 > - His weapon attacks deal an additional 13 (2d12) damage. > - Achilles’ weapon attacks score a critical hit on a roll of 17–20. > - When Achilles attacks a creature, he can use his bonus action to reduce their speed to 0. > - Achilles can dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn. > > > ### Actions > ***Multiattack.*** Achilles makes four attacks. > > ***Shortsword.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) slashing damage plus 13 (2d12) slashing damage. > > ***Spear.*** Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6+4) piercing damage, or 6 (1d6+3) piercing damage when thrown plus 13 (2d12) piercing damage. > > ***Longbow.*** Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 13 (2d12) piercing damage. > > ### Reactions > > ***Parry.*** Achilles adds 2 to his AC against one melee Attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. If Achilles successfully makes an attack against him miss, he can, as part of the same reaction, make two short sword attacks. > \pagebreakNum ___ ___ > ## Perseus >*Medium humanoid (demigod), neutral good* > ___ > - **Armor Class** 19 (leather, +2 shield) > - **Hit Points** 169 (26d8 + 52) > - **Speed** 30 ft., climb 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11(+0)|18(+4)|15(+2)|14(+2)|16(+3)|14(+2)| >___ > - **Saving Throws** Dex +9, Int +7, Wis +8 > - **Skills** Acrobatics +9, Perception +8, Persuasion +12, Stealth +14 > - **Senses** passive Perception 18 > - **Languages** Common > - **Challenge** 16 (15,000 XP) > ___ > > ***Evasion.*** When Perseus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > ***Legendary Resistance (1/day).*** If Achilles fails a saving throw, he can choose to succeed instead. > > ***Medusa's Head.*** Perseus carries the decapitated head of the legendary Gorgon, medusa, in his knapsack. He can use a bonus action to wield the monster’s Petrifying Gaze. > > ***Quick Eye.*** Perseus has advantage when making perception checks and saving throws against effects that would affect his eyes (e.g. blindness or the petrifying gaze of a medusa). > > ***Special Equipment.*** Perseus carries a +2 shield, the Chrysaor (an adamantine golden vorpal shortsword), Hermes’ talaria (winged boots that give him 30 feet of flying), and the helm of darkness from Hades (treat as a ring of invisibility). > > ***Sword Finesse.*** Perseus’ weapon attacks score a critical hit on a roll of 19 or 20. > > ### Actions > ***Multiattack.*** Perseus makes three Chrysaor attacks. > > ***Chrysaor (Adamantine Vorpal Shortsword).*** *Melee Weapon Attack:* +12, reach 5 ft., one target. *Hit:* 10 (1d6+7) slashing damage. When Perseus attacks a creature that has at least one head with this weapon and roll a 20 on the attack roll, he cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit. > > > ### Bonus Action > ***Petrifying Gaze.*** A creature that can see medusa's eyes within 30 ft. of medusa’s head, must succeed a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other similar magic. > > ### Reactions > ***Uncanny Dodge.*** When an attacker Perseus can see hits him with an attack, Perseus can use his reaction to halve the attack’s damage against him. > > ***Spell Bounce.*** When Perseus succeeds on a spell saving throw or a spell misses him, he can use his shield to redirect the spell to another creature within 30 feet of him. The creature must make the saving throw as per normal. \pagebreakNum ___ ___ > ## Heracles >*Large humanoid (demigod), chaotic good* > ___ > - **Armor Class** 21 (Nemean Fur) > - **Hit Points** 351 (26d10 + 208) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30(+10)|18(+4)|26(+8)|12(+1)|13(+1)|19(+4)| >___ > - **Saving Throws** Dex +10, Wis +7, Cha +10 > - **Skills** Athletics +22, Acrobatics +16, Perception +13 > - **Damage Resistances** acid, fire, poison > - **Damage Immunities** bludgeoning, piercing, and slashing damage from non-magical damage. > - **Condition Immunities** frightened, poisoned, stunned > - **Senses** passive Perception 23 > - **Languages** Common > - **Challenge** 20 (25,000 XP) > ___ > > ***Absolute Strength Incarnate.*** Heracles' melee attacks deal an additional 4d12 damage. He can also lift two handed weapons with one hand. > > ***Danger Sense.*** Heracles cannot be surprised. > > ***Herculean Rage.*** Heracles goes berserk and begins attacking the nearest creature. While under *Herculean Rage*, Heracles gains advantage on all attack rolls and creatures hit by any of his melee attacks must succeed on a DC 24 Constitution saving throw or be stunned until the start of Heracles' next turn. *Herculean Rage* ends when Heracles reduces a creature below 0 hit points. > > ***Legendary Resistance (3/day).*** If Heracles fails a saving throw, he can choose to succeed instead. > > ***Magic Resistance.*** Heracles has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** Heracles' weapon attacks are magical. > > ***Supernatural Strength.*** When making any strength based checks, Heracles have advantage. If he makes a strength check against a creature with a strength ability score of 15 or below, he immediately succeeds. > > ***Unstoppable Force.*** Heracles ignore difficult terrain or areas that force him to expend more movement than usual. He gains a +10 bonus to any saving throw that will prevent him from using his movement. > > ### Actions > ***Multiattack.*** Heracles makes two great club attacks. > > ***Great Club.*** *Melee Weapon Attack:* +15 to hit, Reach 5 ft., one target. *Hit* 42 (5d12 + 10) bludgeoning damage. > > ***Javelin.*** *Ranged Weapon Attack:* +10 to hit, Range 30/120 ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage. > > ***Debris Throw (Recharge 5-6).*** Heracles rips off a large part of material from any non magical area near him and tosses it to a point he chooses within 60 feet of him. Each creature in a 20-foot radius Sphere centered on that point must make a DC 18 Dexterity saving throw. A target takes 95 (10d12 + 30) bludgeoning damage and be knocked prone on a failed save, or half as much damage and not be knocked prone on a successful one. > > ### Reactions > ***Tough Body.*** If a melee or range weapon attack hits Heracles, he can halve the damage as long as he can see the target. > > ***Javelin Throw.*** If a creature that is out of reach is moving away from Heracles, he can make two javelin attacks against that creature. \pagebreakNum ___ ___ > ## Cerberus >*Gargantuan monstrosity (titan), lawful neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 332 (19d20 + 133) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26(+8)|12(+1)|24(+7)|8(-1)|10(+0)|10(+0)| >___ > - **Saving Throws** Int +5, Wis +6, Cha +6 > - **Skills** Perception +12 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from non-magical damage. > - **Damage Immunities** acid, fire, poison > - **Condition Immunities** charmed, poisoned, stunned > - **Senses** darkvision 60 ft., passive Perception 22 > - **Languages** Languages > - **Challenge** 19 (22,000 XP) > ___ > > ***Guardian of the Dead.*** Cerberus cannot be banished, teleported or removed from its position, the gate of the underworld. > > ***Legendary Resistance (3/day).*** If Cerberus fails a saving throw, it can choose to succeed instead. > > ***Magic Weapons.*** Cerberus' weapon attacks are magical. > > ***Multiple Heads.*** Cerberus has three heads. While it has more than one head, Cerberus has advantage on Saving Throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. > > Whenever Cerberus takes 50 or more damage in a single turn, one of its heads falls unconscious. If all of its heads is unconscious, the cerberus drops to 0 hit points. > > ***Regeneration.*** As long as Cerberus has one conscious head, it regains 30 hit points at the start of its turn. Cerberus doesn’t gain this benefit if it has 0 hit points. > > \columnbreak > > ### Actions > ***Multiattack.*** Cerberus makes three claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +14 to hit, Reach 15 ft., one target. *Hit* 15 (2d6 + 8) slashing damage. > > ***Stomp.*** *Melee Weapon Attack:* +14 to hit, Reach 15 ft., one target. *Hit* 17 (2d8 + 8) bludgeoning damage. A creature hit must succeed on a DC 22 Strength saving throw or be knocked prone on a failed saving throw. > > ***Fire Breath (Recharge 5-6).*** Cerberus exhales fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. > > ### 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 their turn. > > ***Move.*** Cerberus moves up to half his speed. > > ***Stomp.*** Cerberus makes a stomp attack. > > ***Firespit (Costs 2 Actions).*** Cerberus vomits a ball of fire towards a creature of its choice within 60 feet of it. The creature must succeed on a DC 21 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or take no damage on a successful one. \pagebreakNum \pagebreakNum
Blacklight85's Greater Powers Version 1
Cover Art: God of War: Ascension
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Front Picture Credits The picture comes from God of War: Ascension game that came out during 2011-2012.