Cerebri

Hellhound (Cerebri)

Medium semi-sentient evil demonic beast (8d6)
STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 32RANGED DEFENCE 24MENTAL DEFENCE 16VITAL DEFENCE 24
HEALTH 48 (regenerate 1d6)SOAK 8 (requires silver or holy, immune to fire); VULN noneIMMUNE fire, poison
INITIATIVE 8d6PERCEPTION 6d6; truesightSPEED 8; CLIMB 4; JUMP 30'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2                   
🅜 Bite 8d6 melee (4d6+4 piercing/unholy damage)       🅥 Fire breath 4d6 vital (2d6 fire/unholy damage; cone 3)    
Skills jumping 6 (3d6),  running 6 (3d6),  reactions 10 (4d6), tracking 6  (3d6), combat 10 (4d6), hardy 10 (4d6), perception 3 (2d6),  stealth 8 (3d6)Gear -    

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Superior darksight.  Hellhounds can see in the dark as though it were daylight.
Regeneration. Hellhounds regenerate 1d6 HEALTH at the start of each of their turns as long as they have more than 0 HEALTH.
Pounce. With a single leap, the hellhounds leaps upon its victim, bearing it to the ground and inflicting its regular natural damage (4d6+4 piercing/unholy). The target must be within the dog's horizontal jump distance of 30'.
Fire breath. Hellhounds can breathe fire in a 15' cone, attacking all in the area and doing 2d6 heat/fire damage to those it successfully hits.

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Demonic traits


Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique.
Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight.
Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years.
Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver.
A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack.
Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight.
Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.

Cerberus (Guardian Hellhound)

Enormous evil semi-sentient demonic beast (10d6)
STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)INT 15 (5d6) LOG 1 (1d6) WIL 15 (5d6) CHA 6 (3d6) LUC 3 (2d6) REP 15 (5d6)MAG 6 (3d6)
MELEE DEFENCE 36RANGED DEFENCE 12MENTAL DEFENCE 20VITAL DEFENCE 44
HEALTH 50 each headSOAK 20 (requires silver or holy, immune to fire), 40 vs ranged; VULN noneIMMUNE fire, poison
INITIATIVE 5d6PERCEPTION 10d6; truesightSPEED 5; CLIMB 3; JUMP 12'/12'CARRY 420lb (max lift 1050lb)
REACH 10-ftACTIONS 5
🅜 Bite 10d6 melee (5d6+6 piercing/unholy damage)🅜 Snake tail 8d6 melee (4d6 damage; piercing/poison damage; rear only; reach 15')🅥 Poison bile 5d6 vital (3d6+5 poison damage; 20' cone; nausea)
Skills hardy 105 (14d6), combat 10 (4d6), perception 15 (5d6), reactions 3 (2d6)Gear -

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                                                                        Three heads. Cerberus has three heads, giving him an additional two actions beyond normal. This also gives him all-round sight; he is not affected by crossfire or flanking.
Three lives. Every time Cerberus is reduced to 0 HEALTH, one of his three heads is disabled and his HEALTH is restored to maximum again. Only when the third head has been disabled is Cerberus defeated. He loses one action per round each time a head is disabled, and loses his all-around sight when reduced to one head.
Guardian of the underworld. Cerberus cannot be ambushed.
Monumental. Cerburus has double SOAK against ranged weapons (included above).
Acid blood. Cerberus has acidic blood. In addition to making him immune to acid, melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.    
Pounce. With a single leap, Cerberus leaps upon his victim, bearing it to the ground and inflicting his regular bite damage. The target must be within Cerberus' horizontal jump distance (12').
Quake. Quake. Cerberus slams a mighty paw on the ground, shaking the area within 30'. He makes a 5d6 melee attack against everybody within the area, knocking targets prone and doing 1d6 blunt damage to them.

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Demonic traits


Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique.
Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight.
Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years.
Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver.
A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack.
Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight.
Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.