Kerber (D&D 5E Monster)

Kerber (D&D 5E Monster)

Kerberoi are massive, three-headed, humped monsters covered with irregular, dark gray spots, and are native to various abyssal, infernal, and evil-aligned planes. Although they are essentially oversized scavengers, Kerberoi are gluttonous and very aggressive and will not hesitate to attack and try to devour anything up to size Large if the opportunity presents itself or if they are very hungry. Such monsters are sometimes used as warbeasts by powerful characters or outsiders but, because of their great size and power and nasty dispositions, are hard to manage and control. 

In the official playtest game for Skirmisher Publishing’s “In the Footsteps of Hercules” universal sourcebook, the character party is tasked with journeying to the Stygium, a holy site located at an to the underworld, and venturing into it in order to capture one of these fell beasts. Other “In the Footsteps of Hercules” Bonus Content can also be found on this site.

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Kerber

Large Fiend, Lawful Evil

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Armor Class 14 (natural armor)

Hit Points  114 (12d10+48)

Speed 50ft.

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STR

20(+5)

DEX

12(+1)

CON

18(+4)

INT

11(+/-0)

WIS

15(+2)

CHA

8(−1)

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Saving Throws Str +8, Con +7, Wis +5

Skills Insight +5, Perception +5

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities poison

Senses Darkvision (120 ft.), passive Perception 15

Languages Infernal, telepathy 120 ft.

Challenge  6 (2,300 xp)

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Devil’s Sight Magical darkness doesn’t impede the Kerber’s darkvision.

Gaoler of the Dead The Kerber can see and interact with targets on the Ethereal Plane as though they were on the Material Plane, and has advantage on Grapple attacks made against targets on the Etherial Plane.

Magic Resistance The Kerber has advantage on saving throws against spells and other magical effects.

Actions

Multiattack The Kerber makes three attacks with its bites, each of these attacks can target and grapple a different target.

Bite Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 14 (2d8+5) piercing damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.

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