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### Cerberus A behemoth of unparalleled ferocity, the Cerberus is a monstrous creature that strikes terror into the heart of any who encounter it. Boasting three massive, snarling heads atop a hulking body of dense muscle, each maw is filled with rows of razor-sharp teeth, eager to snap shut on prey or foe. Known as the "Three-Headed Inferno", the Cerberus is not just formidable for its size and strength alone. From deep within its gut, this beast possesses the horrifying ability to exhale torrents of searing flames, reducing anything in its path to smoldering ashes. The very ground seems to sizzle and blacken where its fire touches, making it a formidable adversary in combat or as a guardian of forbidden territories. Those brave or foolhardy enough to approach the Cerberus without caution often find themselves facing a literal baptism by fire. \pagebreak ### Tier 5
___ ___ > ## Cerberus >*Gigantic, Beast/ Celestial/ Fiend* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 16 |**AP** 5 | >|:-|:-| > |**HP** 494 | **Posture** 251 | > - **Damage Immunities:** Fire > - **Passive Insight/ Perception** 21 > - **Language** None > ### Movement >|**Base** 90 | **Climb/ Swim** 60 | **Dash** 120 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +14 |**DEX** +8 |**INT** -1 |**WIS** +11 |**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Action > > - **Head Save** When you fail a Save, you can choose to succeed on it instead. However, you lose 1 Action and Reaction on your next turn as your heads start fighting with each other. > ### Abilities > - **Beyond Time:** You are unaffected by the effects of chronomancy spells. > - **Curse Immunity** You are immune against being cursed > - **Influence Weakness** A creature can only influence you using Wild Handling. If it succeeds, your attitude increases by 2 instead of just 1. > > > - **Guardian** You ignore Disengage when making any Attacks of Opportunities. > - **Triple Heads** You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once. > - You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted. > > ### Actions (3) > - **Bite** *Hit* +14, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore all AP > - *Ignite:* On a hit, that target becomes Ignited (1d12). > - *Long Reach:* The reach of this weapon is 15 feet. > - **Fire Breath** All creatures in a 25 feet wide and 50 feet long area in front of you must make an Agility Save (DC 22). On a fail, they take 4d12 fire damage and become Ignited (1d12). On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > ### Reactions (3) > - **Lynch:** If you hit an Attack with your Action, you can make an Attack of Opportunity on the same target. \pagebreak ### Tier 6
___ ___ > ## King Cerberus, the Ever Vigilant Guardian >*Gigantic, Beast/ Celestial/ Fiend* > >*Tier 6, Challenge Point 100, XP: 600* > > ### Attributes >|**AC** 18 |**AP** 5 | >|:-|:-| > |**HP** 814 | **Posture** 412 | > - **Damage Immunities:** Fire > - **Passive Insight/ Perception** 22 > - **Language** None > ### Movement >|**Base** 90 | **Climb/ Swim** 60 | **Dash** 120 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +16 |**DEX** +10 |**INT** +1 |**WIS** +12 |**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Villain Action > - **Head Save** When you fail a Save, you can choose to succeed on it instead. However, you lose 1 Action and Reaction on your next turn as your heads start fighting with each other. > - **Pride Action** Once per round, you can use 1 Action anytime that you want. > > - \columnbreak > > ### Abilities > - **Beyond Time:** You are unaffected by the effects of chronomancy spells. > - **Curse Immunity** You are immune against being cursed > - **Influence Weakness** A creature can only influence you using Wild Handling. If it succeeds, your attitude increases by 2 instead of just 1. > - **Guardian** You ignore Disengage when making any Attacks of Opportunities. > - **Triple Heads** You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once. > - You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted. > > ### Actions (3) > - **Bite** *Hit* +16, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore all AP > - *Ignite:* On a hit, that target becomes Ignited (1d12). > - *Long Reach:* The reach of this weapon is 15 feet. > - **Fire Breath** All creatures in a 25 feet wide and 50 feet long area in front of you must make an Agility Save (DC 24). On a fail, they take 4d12 fire damage and become Ignited (1d12). On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > ### Reactions (3) > - **Lynch:** If you hit an Attack with your Action, you can make an Attack of Opportunity on the same target.