Cerberus
CREATURE 6Cerberuses 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.
The cerberus can Track even undead that are incorporeal or otherwise wouldn't leave a trace.
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.
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 24 Will save.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Stunned 1 for 1 round and Frightened 2.
Critical Failure The creature is stunned 1 for 1 round and Frightened 4.
A bite from the cerberus prevents creatures from escaping Hell. The target must succeed at a DC 24 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.