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Project Cerberus

L
ooking for a setting where high
fantasy and cypberpunk collide? Join
Project Cerberus for a deep dive into
Zephyr’s Veil where we will be building a
DND 5E compatible setting directly with
the community!
• Detailed maps, societal orders, and world building
• New player options for all classes (including pison
and summoner)
• New magic items, 1-page adventures, and monsters

Welcome to the Nexus!


Clean on the outside… but underneath all that glitz is a
seething pit of politics and intrigue. Luckily, you’re no
stranger to either.

Exclusive Rewards https://bit.ly/knight_vision_creative_exclusive_rewards

APPENDIX
122
Nexus Runner Backbround Cerberus Familiar
The streets are a rough place to grow up, and many of Drayus, one of the transcended psion masters of legend,
those you called friends are no longer among the living. often grants her agents a Cerberus Familiar. With its
You’ve learned to hustle, doing jobs as a ‘courier’ between three heads poised in perpetual vigilance, this enigmatic
home and the ethereal. There’s no honor in it, but honor monstrosity serves as both guardian and guide to those
doesn’t put food in your belly or clothes on your back. fortunate enough to earn Drayus’ favor.
Some folks will pay good coin to get what they want Eyes and Ears. Drayus can sense what the Cerberus
without getting their hands dirty. Need to sabotage a Familiar senses.
business? Need something stolen? Need something moved Good Will. If a creature crosses a line with Drayus,
without attracting the wrong kind of attention? Need the creature immediately loses their Cerberus Familiar.
someone to be reminded of their financial obligations? She’s always watching, and does not provide guidance or
These are your gigs. You’re a ‘runner’, and this town, warnings on what line you may be about to cross.
regardless of the plane, is yours. At Home in the Ethereal. Just like the Cerberus, the
Skill Proficiencies: Two skills of your choice. Cerberus Familiar is capable of seamlessly traversing
Tool Proficiencies: Select two from disguise kit, forgery between the Material Plane and the Ethereal Plane at will.
kit, thieves’ tools, or one type of gaming set. This innate ability makes it a valuable companion capable
of navigating both planes with ease.
Feature: Fixer
When you say you know someone that knows someone,
Cerberus Familiar Variant
your fixer is your someone. They hook you up with jobs
Drayus, one of the transcended psion masters of legend,
of the voluntary and volun-told variety. In return, if you will sometimes intervene and grant a willing caster a
need information, if they don’t know it, they likely know chance to summon a Cerberus Familiar.
who does. Your fixer is good for the occasional safe house Summoning Chance. When a character casts Find
too, if it won’t bring too much heat down on them. Familiar, they can choose to roll a d20 in an effort to
summon a Cerberus Familiar.
Suggested Characteristics • On a 16 or higher, the familiar summoned is a
Born from the crucible of the streets, Nexus Runners Cerberus Familiar.
embody resilience, adaptability, and a keen eye for • If the character has at least one level of psion,
opportunity. Leverage the tables from an existing a Cerberus Familiar is summoned on a roll of
background to determine your traits and motivations. 10 or higher.

Cerberus Familiar Magic Weapons. Cerberus’s bite attacks are magical.

Tiny Monstrosity, Any Alignment Psionic Insight . Drayus can choose to sense all that
Cerberus senses.
Armor Class 12
Hit Points 35 (10d4 + 10) Three Heads. Cerberus has advantage on Wisdom
Speed 35 ft. (Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, and
STR DEX CON INT WIS CHA knocked unconscious.
14 (+2) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 12 (+1)

Senses blindsight 10 ft., passive Perception 23 Actions


Languages cannot speak or write but understands all Multiattack. Cerberus makes three Bite attacks: one with
spoken and written languages each head.
Proficiency Bonus +2
Challenge 1 (200 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Ethereal Jaunt. As a bonus action, Cerberus can
magically shift from the Material Plane to the Ethereal Howl (Recharge 5 – 6). All creatures Cerberus chooses
Plane, or vice versa. within 30 feet of it that can hear the howl must succeed
on a DC 12 Intelligence saving throw. On a failed saving
Magic Resistance. Cerberus has advantage on saving throw, the creature is frightened until the end of its turn.
throws against spells and other magical effects.

APPENDIX
123
Cerberus Lore
With a successful Intelligence (Arcana) or Wisdom
A psionic creature of vast power, Cerberus is the name (Survival) check, the characters know the following:
given to the legendary three-headed hound at the DC 15. Cerberus is immune to damage from attacks
entrance to the sepulchral asylum where the transcendent made with nonmagical weapons.
masters have sequestered themselves within the DC 20. The howl is described as extremely low-
Deep Ethereal. pitched yodeling.
Will Enforcer. Those brave souls who make the DC 25. A story tells of heroes that defeated Cerberus.
pilgrimage to the shrine before the gate to pay their Choosing to rest before pushing onward, they found the
respects, are shown the way back to the Nexus by creature reformed and awaiting them in an hour’s time.
this seemingly benevolent creature (typically via
teleportation). Those who attempt to pass the gates, Tactics
however, are rarely heard from again, and those who have Cerberus is extremely mobile, using misty step to position
returned from such an encounter have invariably been itself for an attack without provoking opportunity attacks.
reduced to a permanent state of confusion that nothing In between turns, it will use its phase shift ability to
short of a wish will remedy. remove itself from harm’s way, seemingly disappearing
Test of Enlightment. It is a common misconception that into the deep ethereal.
Cerberus serves the transcendent masters as a guard, When making a series of bite attacks, Cerberus will use
when in fact this creature is a test. The scope of their its ability to knock a creature prone to gain advantage
concerns exists at a level far beyond what most mortals on subsequent attacks, which necessitates making the
can contend with, and so they rely on Cerberus to weed attacks one at a time in order to utilize advantage should a
out would-be pretenders from those few who have creature get knocked prone.
ascended to the appropriate tier of ability. Cerberus typically uses its mind blast at its first
Psychoportation. The Cerberus is an extremely capable opportunity when taking a legendary action, though the
teleporter, rapidly moving not only around its current actions of the characters might dictate it do otherwise.
planes, but between the planes..

CHAPTER 7
124
Cerberus Innate Spellcasting (Psionics). Cerberus’s innate
spellcasting ability is Intelligence (spell save DC 26).
Gargantuan Monstrosity (Titan), Lawful Neutral It can innately cast the following spells, requiring no
components:
Armor Class 22 (natural armor)
Hit Points 448 (23d20 + 207) At-will: misty step
Speed 50 ft. 1/day each: plane shift (self only), teleport (other creatures only,
and only to the Nexus)
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 29 (+9) 30 (+10) 20 (+5) 20 (+5) Psychic Howl (Recharge 5 – 6). Cerberus howls,
creating both an auditory and telepathic effect. All
Saving Throws Str +17, Con +17, Int +18, Wis +13
creatures it chooses within 120 feet of it that can either
Damage Vulnerabilities force, psychic, radiant
hear the howl or receive telepathic communication must
Damage Immunities fire, poison, bludgeoning, piercing,
succeed on a DC 26 Intelligence saving throw. On a failed
and slashing from nonmagical attacks
saving throw, the creature can’t take reactions until the
Condition Immunities charmed, exhaustion, frightened,
start of its next turn and rolls a d8 to determine what it
paralyzed, petrified, poisoned
does during that turn.
Senses blindsight 60 ft., passive Perception 23
Languages cannot speak or write but understands all • On a 1 to 4, the creature does nothing, babbling
spoken and written languages incoherently.
Proficiency Bonus +8 • On a 5 or 6, the creature takes no action but uses all
Challenge 25 (75,000 XP) its movement to move in a random direction.
• On a 7 or 8, the creature makes one melee attack
Ectoplasmic Revivification. If Cerberus is slain it against a random creature, or it does nothing if no
reforms ten minutes later within 10 feet of the closest creature is within reach.
transcendent master, returned to full strength.
This effect lasts for one minute, though the creature
Legendary Resistance (3/Day). If Cerberus fails a saving can repeat the saving throw at the end of each of its turns,
throw, it can choose to succeed instead. ending the effect on itself on a success. If the creature
fails this saving throw three times (including the initial
Magic Resistance. Cerberus has advantage on saving
saving throw), the effect is permanent and can only be
throws against spells and other magical effects.
removed with a wish.
Magic Weapons. Cerberus’s bite attacks are magical.
Legendary Actions
Three Heads. Cerberus has advantage on Wisdom Cerberus can take 3 legendary actions, choosing from
(Perception) checks and on saving throws against being the options below. It can take only one legendary action
blinded, deafened, stunned, and knocked unconscious. at a time and only at the end of another creature’s turn.
Cerberus regains spent legendary actions at the start
Actions of its turn.
Multiattack. Cerberus can use its Frightful Presence. It
then makes three Bite attacks: one with each head. Attack. Cereberus makes one bite attack.
Phase Shift. Cerberus teleports to a point it can see
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one within 120 feet.
target. Hit: 30 (2d20 + 9) piercing damage. If the target Mind Blast (Costs 2 Actions). Cerberus emits psychic
is a creature, it must succeed on a DC 25 Strength saving energy in a 60-foot cone from each of its heads. Each
throw or be knocked prone. creature in one of those areas must succeed on a DC
26 Intelligence saving throw or take 36 (4d12 + 10)
Ethereal Jaunt. As a bonus action, Cerberus can psychic damage and be stunned for 1 minute. A target
magically shift from the Material Plane to the Ethereal can repeat the saving throw at the end of each of its
Plane, or vice versa. turns, ending the effect on itself on a success. Even if
the cones intersect, only one saving throw is required
Frightful Presence. Each creature of Cerberus’s choice to avoid the effect.
within 120 feet of it and aware of it must succeed on a
DC 21 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the
end of each of its turns, with disadvantage if Cerberus is
within line of sight, 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 Cerberus’s Frightful
Presence for the next 24 hours.

CREATURES
125

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