Cerberus
Huge fiend (devil), lawful evil
Armor Class
18 (natural armor)
Hit Points
294 (28d12 + 112)
Speed
60 ft.
STR
25 (+7)
DEX
13 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Damage Immunities
fire, poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 18
Saving Throws
Dex +8, Con +11, Wis +8
Skills
Perception +8
Languages
Infernal, telepathy 120 ft.
Challenge
24 (62,500 XP)
Devil’s Sight. Magical darkness doesn’t impede Cerberus’ darkvision.
Keen Hearing and Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/day). If Cerberus fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects.
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, or knocked unconscious. Whenever Cerberus takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies.
Actions
Multiattack. Cerberus makes three bite attacks and one claw attack.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Fire Breath (Recharge 5–6). One of Cerberus’ heads releases a 60-foot cone of flames. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful saving throw. Each head has its own recharge counter.
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 its turn.
Open/Close the Gate. Cerberus causes the Gate of Hell to open if it is closed, or close if it is open.
Bite. Cerberus makes a Bite attack.
Fire Breath (Costs 3 Actions). Cerberus uses its Fire Breath ability, even if it has not recharged.