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Cerebures (by David Morris)
Colossal Outsider (lawful)
Hit Dice: 60d8 +300 (780hp)
Initiative: -6
Speed: 50ft.
AC: 38 (-2 size, +40 natural)
Attacks: 3 Bites (all are +6)
Damage: Bite 3d10 +20
Face/Reach: 30ft. By 30ft./20ft.
Special Attacks: Breath weapon +15
Special Qualities: Baatazu + Tanrri + Slaadi
Saves: Fort +15, Ref +8, Will +20
Abilities: Str 55, Dex 10, Con 40, Int 11, Wis 11, Cha 11
Skills: Spot +20, Search +18
Feats:: Multiattack, Great Cleave

Climate/Terrain: Nine Hells Only
Organization: Solitary (Unique, only 1)
Challenge Rating: 46
Treasure: Nil
Alignment: Always Neutral
Advancement: None

A Cerebures is a colossal 3 headed wolf-like dog. It guards the gates of hell making sure no dead get out of hell. Each head is a different element and uses a breath weapon according to its element: The first one is fire, the second one is ice, and the third one is electric.
Its colour is a deep crimson. Each head's teeth are the colour of its element (i.e. first is red). Cerebures lives in the First layer of the Nine hells.

Combat:

Tackle for 40d10 reflex save negates it. The Cerebures has a Bay attack which causes panic for 3d10 round, will save negates. Fly as spell cast by a 22nd level sorcerer/wizard.

Breath Weapons (Su):
Fire: 20d10 damage, shoots for 60ft. long, DC 26 half damage.
Ice: 15d6 damage, shoots for 200ft. long, DC 32 half damage.
Electric: 18d12 damage, shoots for 40ft. long, DC 26 half damage.

Society

Cerebures lives only in the nine hells and there is only one of them. It is, save for the most powerful dragons, the toughest, most powerful creature in the mega verse.

Variants

Hell wolf: like Cerbures except only large to huge size, and their heads don't have any elements or breath weapon attacks. Their abilities are as follows:
Size: L, CR9, Initiative: +1, HD 12d8 +60, Skills: Spot +6, Search +4, Face/Reach: 5ft. By 5ft./10ft., AC: 18, Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 11, Attacks: Bite 2d6+5, no breath weapon, tackle 3d8, bay 2d4.

Cuber (by Kurtis Swekla)
Medium-size Magical Beast
Hit Dice: 14d10 (75hp)
Initiative: +2 (Dex)
Speed: 40ft., Climb 20ft.
AC: 24 (+2 Dex, +4 Natural)
Attacks: 2 Claws +16 melee, Bite +6 melee
Damage: Claw 1d12+2, Bite 1d20+1
Face/Reach: 5ft. By 5ft./5ft.
Special Attacks: Spike Explosion (Ex)
Special Qualities: Rejuvenation (Ex)
Saves: Fort +12, Ref +11, Will +6
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 15, Cha 13
Skills: Climb +17, Hide +14, Move Silently +7, Swim +8
Feats: Alertness, Dodge, Multiattack

Climate/Terrain: Temperate and Cold Forest, Hill, and Plain
Organization: Pair or Pack (2-6)
Challenge Rating: 12
Treasure: Nonstandard (2-20gp, 10-20pp, 2-8gems)
Alignment: Usually Chaotic Evil
Advancement: 15-20HD

This bear-like creature is the size of a small bear. It looks like the "Owlbear" from the "Monstrous Manual" for AD&D 2nd Edition, except that it has a bear's head instead of an owl's. (There is no good picture of it from the 3rd Edition MM, so consider it to look essentially like a brown bear except smaller (6 ft. long, instead of 12 ft. long for a normal brown bear).) It's most noticeable feature are the one foot long spikes that cover its body, however no spikes are on it's head, legs, or underside. Each spike is about a 3/4 of a foot long (but only half a foot of it sticks out of the cuber) and is one inch in diameter at the base and it reaches a sharp point, and there are 40 to 60 spikes on its body.

Cubers have sharp claws on their four paws allowing them to easily climb trees and other objects, and they also have sharp teeth to rip apart flesh to eat. The cuber is about 6 feet long and 4 feet high, they weigh about 200 pounds. This monster is very intelligent (it must be played as having equal if not greater intelligence than humans, int:14-15) and it looks like a small brown bear with spikes coming out of its body.

Combat:
In combat they are very smart, and always try to use tactics such as trapping enemies, and if they are familiar with the surrounding area, they use it in a very intelligent manner. Cuber's try to surround the enemy and destroy their vital areas first by using their claws and bite.

The cuber has 3 primary attacks (two claws and one bite) and one special attack. The damage for the claw attack is 1d12 and the bite attack causes 1d20 damage, and the damage of each spike is 1d10. The spikes fly out in all directions hitting anything in their path and causing 1d10 damage per spike (other cubers can be hit by the spikes as well).

Spike Explosion (Ex): If a cuber is close to death (about 10 hit points or less, but this depends on the GM) or if it is in a dire situation it will shoot off its spikes (all of them shoot out at once).

Rejuvination (Ex): If a cuber's wounds drop to zero or lower (normally death for most creatures) then an indestructible metal box surrounds the cuber. This box comes out of the Cuber's body. This box protects and regenerates the cuber's wounds (HP) to full, when the box reabsorbs into the cuber's body and the cuber tries to find its clan.

The only way to kill a cuber is decapitation or if its vital organs (brain, heart, liver, etc.) become separated from the cuber's body. The box only regenerates wounds, not body parts, so if it loses a leg, for example, that leg will not be regenerated if it enters its box-state.