Vaanor, Primeval Cerebus
The Griffon's Saddlebag: Book Two p. 386 (Third Party)
- Size
- Gargantuan
- Type
- fiend
- Alignment
- lawful neutral
- AC
- 19 (natural armor)
- Hit Points
- 403 (26d20+130)
- Speed
- walk 60 ft.
- Saving Throws
- Wis +14, Cha +11
- Skills
- Athletics +13, Perception +21, Survival +14
- Resistances
- cold, necrotic
- Immunities
- fire, poison, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
- Senses
- darkvision 300 ft., truesight 120 ft.
- Passive Perception
- 36
- Challenge
- 24
Traits
Proficiency Bonus
+7
Innate Spellcasting
Vaanor's innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Vaanor can innately cast the following spells, requiring no material components:
- At will: Hellish rebuke (as a 3rd-level spell), locate creature, locate object
- 3/day each: hold monster, hold person (as a 5th-level spell), hunter's mark
- 1/day: forcecage
Legendary Resistance (3/Day)
If Vannor fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Vaanor has advantage on saving throws against spells and other magical effects.
Soul Sentry
Vaanor's weapon attacks are magical. When Vaanor hits an undead with a weapon attack, the target takes an extra 7 (2d6) force damage.
Sure-Footed
Vaanor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Three Heads
Vaanor has advantage on Wisdom (Perception) checks, as well as Constitution saving throws made to maintain concentration on spells.
Wakeful
When one of Vaanor's heads is asleep, its other heads are awake. In addition, magic can't put it to sleep.
Actions
Multiattack
Vaanor can use its Inescapable Presence. It then makes three bite attacks.
Bite
Melee Wweapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage plus 7 (2d6) fire damage. If this is the first attack Vaanor has made as part of its Multiattack, the target must succeed on a DC 20 Strength saving throw or be knocked prone. If this is the second attack, the target must succeed on a DC 20 Constitution saving throw or be stunned until the start of Vaanor's next turn. If this is the third attack, the target must succeed on a DC 20 Wisdom saving throw or be paralyzed until the start of Vaanor's next turn.
Inescapable Presence
Vaanor magically restricts one creature it can see within 120 feet of it from fleeing. The target must succeed on a DC 22 Wisdom saving throw or become unable to willingly move or teleport away from Vaanor for 1 minute. Creatures that can't be frightened are immune to this effect. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vaanor's Inescapable Presence for the next 24 hours.
Hellfire Breath
Vaanor exhales debilitating fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one.
recharge
D5
Summon Hounds
Vaanor magically summons 4d4 hell hounds. A summoned hell hound appears in an unoccupied space within 60 feet of Vaanor and acts as Vaanor's ally. It remains for 1 minute, until it or Vaanor dies, or until Vaanor dismisses it as an action.
recharge
1/DAY
Legendary Actions (Bonus Action)
Vaanor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vaanor regains spent legendary actions at the start of its turn.
Bite (Bonus Action)
Vaanor makes one bite attack.
Move (Bonus Action)
Vaanor moves up to its speed.
Trailblaze (Costs 2 Actions) (Bonus Action)
Vaanor moves up to twice its speed, leaving a trail of fire in its wake. During this movement, Vaanor doesn't provoke opportunity attacks, and it can move through the space of any creature that is Huge or smaller. Each creature in its path must make a DC 20 Dexterity saving throw, taking 15 (2d8+6) bludgeoning damage and 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. Until the end of Vaanor's next turn, each space it moved through is filled with an opaque, 20-foot-high wall of fire. Whenever a creature enters the wall for the first time on a turn of it ends its turn there, it takes 22 (5d8) fire damage.
Release the Hounds (Costs 3 Actions) (Bonus Action)
Vaanor uses its Summon Hounds.
Spells
Hellish Rebuke, Locate Creature, Locate Object, Hold Monster, Hold Person, Hunter's Mark, Forcecage
Other data
description
Although legends and lesser copies of the original abound, Vaanor is the one true and ancient Cerberus. He is a mighty and dedicated guardian of the millions of souls toiling across the lower planes, and preventing unauthorized travel. For centuries, the Cerberus has been the quintessential warden of souls, wholly dedicated to his task. Most individuals that follow or form pacts with Vaanor seek his skills in tracking, vigilance, and strength. Vaanor has a diametrical opposition to the Thousand Voices, as it and any other soul vortex's existence is a blatant flaunting of the comparatively few souls that have avoided his jurisdiction. Warlocks that forge a pact with the Primeval Cerberus tend to embrace their more animalistic traits, often behaving in the simplest and most efficient manner. They rely heavily on their enhanced senses to find their quarry, and seem to often take on an element of Vaanor's persistence. As such, they are thoroughly loyal companions so long as their trust is maintained, and are absolutely impossible to dissuade once a course of action is decided upon. The Primeval Cerberus appears to leave his followers on a long and loose leash, allowing or forcing them to follow their internal sense of direction and purpose. Most individuals that find themselves facing Vaanor in combat meet their end quite abruptly. By all accounts, he refuses to play with his quarry, preferring instead to swiftly put them out of their misery or grab and return them to the lower planes as circumstances require. When necessary, the Cerberus can call upon hellhounds for a larger search pattern or to corner his prey. Those rare few daring or foolish enough to face Vaanor must face his mighty breath attack, made from the raging fires of hell and the souls of the damned. As far as the records show, the Cerberus has yet to fail in tracking and apprehending a fugitive soul.