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Cerberus

Cerberuses are flayed, fiendish, three-headed watchdogs of Hell. Their bodies bulge with furless, blood-soaked muscle and sinew, and their eyes churn with hellfire. Three massive heads each display a set of razor-sharp teeth, which carry a curse that prevents their prey from escaping even to other planes. These cruel hounds delight in malice, their sadistic cunning perfectly suiting them for tracking, trapping, and eviscerating the damned and the undead. When a cerberus has their scent, neither can escape from the beast’s relentless tracking.

While cerberuses form matriarchal packs in the wilds of the unholy planes, they can understand Diabolic and will take instruction from any they sufficiently respect or fear. This loyalty means they’re often put to work as infernal guardians, trackers, and enforcers of their masters’ will. While not as clever as most humanoids, cerberuses have a cunning that the foolish might dismiss. These fiendish hounds are fully capable of devising and executing complex plans—often leading to the demise of incautious masters.

Elite | Normal | Weak
Proficiency without Level

Elite CerberusCreature 7

Large Beast Fiend Unholy 
Source Cheliax, Infernal Inheritence pg. 205
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 • Beast (Arcana, Nature), Fiend (Religion)
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic
Skills Acrobatics +15, Athletics +17, Intimidation +15, Stealth +17, Survival +18 (+20 to Track undead)
Str +5, Dex +4, Con +4, Int +0, Wis +2, Cha +1
Soul Scent The cerberus can Track even undead that are incorporeal or otherwise wouldn't leave a trace.
AC 26; Fort +19, Ref +16, Will +13
HP 110; Immunities fire; Weaknesses holy 5
Snap [reaction] Trigger The cerberus is hit by a melee attack; Effect The cerberus lashes out with one of their heads, dealing 2d6 piercing damage to an enemy within their reach (DC 23 basic Reflex save).
Speed 30 feet
Melee [one-action] jaws +19 [+15/+11] (agile, unholy), Damage 2d6+2+8 piercing plus inescapable jawsHellbound Assault [two-actions] The cerberus attacks a single target with all three heads, overwhelming their foe. The cerberus Strikes with their jaws. On a successful attack, the cerberus deals an additional 2d6 piercing damage. On a failure (but not a critical failure), the cerberus deals 1d6+4 piercing damage to the target. This Strike counts as two attacks toward the cerberus's multiple attack penalty.Hellish Gaze [two-actions] (divine, emotion, fear, incapacitation, mental, unholy) The cerberus stares into the soul of their prey, striking fear into its heart. The cerberus targets up to three creatures within 30 feet that must each attempt a DC 26 Will save.
Critical SuccessThe creature is unaffected.
SuccessThe creature is frightened 1.
FailureThe creature is stunned 1 for 1 round and frightened 2.
Critical FailureThe creature is stunned 1 for 1 round and frightened 4.
Inescapable Jaws (curse, divine, unholy) A bite from the cerberus prevents creatures from escaping Hell. The target must succeed at a DC 26 Fortitude saving throw or be unable to use teleportation effects or leave the plane in any other way for 1 minute. A holy creature takes a –2 circumstance penalty to this save. On a success, the target is temporarily immune to this curse for 24 hours.

Sidebar - Additional Lore All Dogs Need A Toy

Homegrown body parts might be best, but sometimes store-bought can be just as good… for a few minutes, anyway. Those in Cheliax who know where to look can find short-term substitutes for a cerberus’s favorite food with a playful flair. These magically crafted toy replicas of humanoid body parts imprinted with the scent of an undead soul trigger a cerberus’s hunting drive and serve as a useful distraction in a pinch. When thrown or squeezed, these items set off a series of bloodcurdling wails guaranteed (according to their sellers) to provide a chance to escape a cerberus’s jaws.

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