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Cerberan

Cerberans are a rare and formidable race, resembling humanoid versions of the legendary Cerberus. They have three heads, each with its own distinct personality and abilities, reflecting their mythic heritage as guardians of the underworld. Cerberans are known for their keen senses, powerful physical prowess, and a natural affinity for magic and combat.
ability score increase: Strength score increases by 2, and your Wisdom score increases by 1.
age: 120
alignment: Their multiple heads can lead to internal conflicts, resulting in a wide range of alignments
Size: Medium
speed: 30
Languages: Common, Infernal
race features:
Senses:
  • Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  Natural Armor: Your thick skin and fur grant you a base AC of 13 + your Dexterity modifier.   Triple Mind: You have three independent heads, each capable of its own thoughts and perceptions. This grants you the following benefits:   Enhanced Awareness: You have advantage on saving throws against being blinded, deafened, charmed, or stunned.   Vigilant Rest: While you are asleep, one of your heads remains alert. You can’t be surprised while you are unconscious but not incapacitated.   Multi-Headed Combat: Your multiple heads allow you to better manage the chaos of battle.   Multi-Attack: When you take the Attack action, you can make one additional bite attack as part of that action. The bite attack deals 1d6 + your Strength modifier piercing damage.   Bite Attack: Your unarmed strike can be replaced with a bite. Your bite attack deals 1d6 + your Strength modifier piercing damage.   Terrifying Roar: As a bonus action, you can unleash a fearsome roar from all three heads. Each creature of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. Once you use this trait, you can’t use it again until you finish a short or long rest.

Created by

Uliptis.

Statblock Type

Race/Species

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