Armor Class
12
Two-Headed Cerberus
Medium Monstrosity · Lawful Evil
Hit Points
39 (6d8 + 12)
Speed
Walk 40 ft.
CR
2
Traits
Aggressive
As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded
The cerberus can't be , and it has advantage on saving throws against being knocked .
Pack Tactics
The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't .
Actions
Multiattack
The cerberus makes two bite attacks.
Bite
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 5 () Piercing damage plus 2 () Fire damage.
Breath Weapon Recharge 5
The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 10 () Fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also by the hardening rock. A creature can make a DC 12 Strength () check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and Psychic damage.