Planar Cerberus (5e Creature)

Planar Cerberus (Haraknin)

Large fiend (Outsider, Shapechanger), lawful evil


Armor Class 18 (Infernal Chain Barding/ Infernal Chainmail (humanoid form))
Hit Points 168 (16d10 + 80)
Speed 60 ft. (50 ft. in humanoid form)


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+5) 10 (+1) 16 (+3) 9 (-1)

Saving Throws Str +11, Con +9, Wis +7
Skills Perception +7
Damage Vulnerabilities Force; Silver
Damage Resistances lightning; cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, necrotic, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, stunned
Senses darkvision 60 ft., passive Perception 17
Languages understands Abyssal, Common, and Infernal but can't speak unless in humanoid form
Challenge 13 (10,000 XP)


Shapechanger. The haraknin cerberus can use its action to polymorph into a six eyed Medium humanoid, or back into its true form, which is a hell hound. Its statistics, other than its size and AC are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. A haraknin cerberus alternate form ability does not affect equipment it may be carrying or wearing. Most canomorphs create secure caches of arms and armor they intend to use in humanoid form when they expect to shift form frequently.

Cerberus's Curse. Whenever the cerberus hits a creature with its bite attack, that creature is forced to remain in its current plane until the curse is removed by the remove curse spell or other magic.

Blood Frenzy If the haraknin Cerberus is in humanoid form, it can fly into a frenzy, raging similarly to a barbarian. The haraknin cerberus gains 4d8+16 plus 2d12+8 Hit Points and gains advantage on melee Attack rolls against any creature that doesn't have all its Hit Points. If the haranknin Cerberus fails a Strength saving throw, it can choose to roll again. This can only be done on Strength saving throws. They can only do this three before collapsing from exhaustion.

Aggresive As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.

Keen Hearing and Smell. The cerberus has an advantage on Wisdom (Perception) checks that rely on hearing or smell.

Multiple Heads. The cerberus has three heads. While it has more than one head, the cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the cerberus takes 56 or more damage in a single turn, one of its heads dies. If all its heads die, the cerberus dies.

Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus' allies is within 5 feet of the creature and the ally isn't incapacitated.

Relentless Tracker. The cerberus knows the distance to and direction of any creature under the effect of its curse, as long as the creature and the cerberus are on the same plane of existence. If the creature being tracked by the cerberus dies, the cerberus knows.

Soul Scent. The cerberus can pinpoint, by scent, the location of any soul within 30 feet of it.

ACTIONS

Multiattack (Humanoid Form Only). The haraknin makes two attacks with its spiked chain.

Spiked Chain (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing/fire damage plus 16 (4d4) psychic damage.

Multiattack. The cerberus makes as many bite attacks as it has heads.

Ray attack The cerberus makes a ray attack with it's mutated tail

Bite(Hound Form Only) Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 10 (3d6) fire damage.

Ethereal Fire Ray(Hound Form Only) Ranged Spell Attack: +11 to hit, range 30/90 ft., one target. Hit: 36 (6d6) fire damage + 18 (3d6) psychic damage.

Ethereal Fire Breath (Recharge 4-6). The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 36 (6d6) fire + 18 (3d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock and mental shock. A creature can make a DC 15 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.


Cerberus, keeper of the gates of hell. Source

Most adventurers travel to the Nine Hells using either by portals or other means, but rarely do any travel through its gates seeking to stay as much away from its damned entrance. The cerberus are the guarding overgrown hell hounds of these gates; thus, they allowing none to pass except the unlucky dead. On the rare occurance that a portal gate befalls desrepair, and its guardian yet lives, the curious hound who goes through the gate would be transported to the Ethereal plane, where it would continue to undergo various mutations.

The haraknin is a hell hound that has learned to assume humanoid form. Originally created by devil lords to serve as intelligent trackers and guardians, haraknin often journey to the Material Plane to undertake diabolical missions for their infernal masters.

A haraknin can assume a variety of appearance with its alternate form, but it strongly favors humans or half-orcs with hair the color of flame, six smoldering red eyes, and wiry rust-colored hair all over its body. A faint smell of brimstone clings to its humanoid form, and it tends to be ill-tempered and violent.

A Haraknin Planar Cerberus is very similar to a regular Cerberus, though, its skin and fur is almost entirely ethereal blue. It has grey, stone spikes on it's shoulders and knees. Throughout it's body, it is adorned in cracks, letting an ethereal plasma flow, like blood, through it. Each head has long pink tongues and the mouths light up before an attack. It is extremely muscular in it's paws, legs and chest. It's skin, on it's necks and underside is entirely a light purple.


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