Judeccan Cerebus (3.5e Monster)

''What seemed to have been a pile of ice awakens, its three heads rising from their slumber, jaws shattering the ice frozen around their mouths into jagged shards, and breath colder than the fiercest winter. Shaped like a hound but built like a dragon, the fiendish beast roars and bring its hungry eyes down to bear upon you.''

It is said that in a frozen depths of hell, great and powerful hounds are trained as guardians, subjected to horrific experiments, and mutilated into these titanic three headed beasts. They are assigned to duties, usually guarding a passage or gate, and guard them with endless loyalty and duty. However their cruel masters often abandon them there, and the voracious beasts only other goal beyond acting as guardians is to feast on the warm flesh of others, so cold have their hearts become that it exudes from their body, and only the flesh of fresh prey can sooth its frozen torment. Though it will never starve, it is always hungry, and it gleefully attacks those who would dare challenge it.

The judeccan cerebus naturally grow a hard layer of supernatural ice as full plate barding. They are intelligent and speak Infernal and Common, but rarely choose to do so, if only to aggravate its opponents into foolishness.

Combat
The judeccan cerebus is fiercely territorial and will go down fighting protecting whatever it sees fit. Utterly relentless, if it identifies a major threat within a group, it is not shy at focusing all its efforts on a single target until they die or no longer become a threat. The left head focuses on ranged assaults, the middle head on physical attacks, and the right heat heals through its devour heat ability.

Berserker (Ex): When a judeccan cerebus has all its heads slain, it undergoes one final surge of adrenaline which animates its body even in death. It is able to take 3 more rounds of actions, becoming a mindless creature with Int -, gains blindsight out to 60 ft., and gains a trample attack that deals 4d6+16 damage, DC 32. It will not stop trampling, no matter how far into the negatives it goes unless utterly destroyed by a non-health depleting attack such as a death attack, becoming disintegrated, or similar effects. During this state, it is impossible to revive, as it will certainly die.

Bleeding Wound (Ex): The central head's fangs are razor sharp and tears at the flesh. When it makes a successful melee attack, the opponent takes an additional 6 points of bleed damage. The target will reduce 6 hp every round on the start of their turn, until stopped by a DC 15 Heal check as a standard action, or by receiving magical healing. Bleed damage does not stack with itself.

Breath Weapon (Su): The left head is capable of releasing a 30 ft. cone of cold once every 1d4 rounds, damage 12d6 cold, Reflex DC 22 half. The save DC is Constitution-based.

Cold Aura (Su): The judeccan cerebus produces a frigid cold off its body, permeating its form. Creatures hitting a judeccan cerebus with natural weapons or unarmed attacks take 1d6 points of hellfrost damage which ignores cold resistance, and is halved by cold immunity. If its hellfrost armor has been destroyed, it becomes normal cold damage until it grows another one.

Devour Heat (Su): The right head is capable of devouring the heat off of creatures, absorbing it and healing itself while hurting others. As a ranged touch attack out to 30 ft, it deals 12d6 points of cold damage, and heals half of that damage to either itself or either of its two heads.

Frightful Presence (Su): A juddeccan cerebus can unsettle foes with its mere presence. The ability takes effect automatically whenever the juddeccan cerebus attacks or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the juddeccan cerebus. A potentially affected creature that succeeds on a Will save (DC 17) remains immune to that juddeccan cerebus’ frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become fightened for 2d6 rounds.

Hellfrost Armor (Ex): The juddeccan cerebus is clad in heavy barding made of hellfrost, grown naturally out of its body over the course of a week. As long as it is wearing its barding it has +8 armor, a 40 ft. movement speed, and has the cold aura ability. Unlike normal armor, the hellfrost armor can be targeted and sundered, and is automatically damaged if it takes any sonic or hellfire damage. It has hardness 15, 36 hp, and recovers 1d6 points of damage a round. It is immune to fire damage, repaired by cold damage, halves acid, electric, and force damage, and takes full damage from sonic. Hellfire damage destroys it immediately, speeding up the cerebus but reducing its defenses dramatically.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the judeccan cerebus climbs must be icy. It is always in effect.

Multitarget (Ex): The judeccan cerebus is a multitarget creature, having three separate beings in one body. This allows it to take 1 move action and three standard actions (or a full round action and two standard actions) or any other combination of actions. Certain powers are reliant on their heads being alive. If the left head dies, it loses its breath weapon and cold aura. If the central head dies, it loses its bleeding bite attack and frightful presence. If the right head dies, it loses the devour heat ability and spell resistance.