Huge Monstrosity, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 378 (28d12 + 196)
Speed 50 ft., Climb 40 ft.
STR
26 (+8)
DEX
24 (+7)
CON
24 (+7)
INT
6 (-2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +15, DEX +14, CON +14
Skills Intimidation +13, Perception +9, Stealth +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Blindsight 60ft, Truesight 10ft, Passive Perception 14
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

 

Utter Terror. The Beast's mere presence drives wildlife away, and a feeling of terror and imminent death precedes the beast by 24 hours before its attack. Beasts and other monstrosities will not approach this creature and will always leave a place in preparation for the Beast.

Path of Destruction. The Beast's mere footsteps leave behind destruction and desecration in it's wake. Whenever the Beast uses it's movement, the path it took is lit ablaze with hellish fire or 1 round, shedding dim light within a 5ft radius of the flame. Should a creature touch the flame, it takes (2d4) fire and necrotic damage.

Fear Monger. The Beast can smell fear. The Beast has advantage on all ability checks, attacks rolls, and skill checks against a creature that is suffering from the frightened condition. It will also target creatures that a suffering from the frightened condition.

Legendary Resistance (3/day). If the Beast fails a saving throw, it can choose to succeed instead.

Actions

Frightful Presence. Each creature of the Beasts choice within 120ft of the Beast and aware of it must succeed at a DC 21 Wisdom Save or be frightened for one minute. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a success. If the creature succeeds the saving throw or the effect ends, the target is immune to this effect for the next 24 hours. If a creature is already frightened of the Beast it instead becomes paralized. A creature may use its action to shake sense into a creature that is paralized in this way, ending the paralisis but not the frightened condition.

Multiattack. The Beast of Vashar can use it's frightful presence, it then makes three attacks. One with it's bite and two with it's claws. Alternatively it can exchange it's two claw attacks to rend it's foe.

Bite. melee weapon attack. +13 to hit, reach 10ft, one target.
Hit. 20 (2d10+ 9) piercing damage plus 16 (4d6) fire and necrotic damage.

Claw. Melee Weapon Attack. +13 to hit, reach 10ft, one target.
Hit. 16 (2d6 + 9) slashing damage plus 8 (2d6) fire and necrotic damage. After hit, the Beast of Vashar can force it's target to roll a DC 20 Strength Saving Throw or be grappled. The Beast can only hold two creatures at a time.

Rend. When only one target is grappled, the Beast may rend the target. The target must roll a DC 22 Con Save or take 76 (15d8 + 9) necrotic damage on a failed save or half as much on a successful one.

Hurl. When the Beast has a creature or object in it's hand it can hurl it if it is at least two size categories smaller. The target makes a DC 20 Strength save or is hurled 30 ft per size category smaller and falls prone. The target then takes 22 (3d8 + 9) Bludgeoning damage or half as much on a successful one and the target falls prone but is otherwise unmoved.

Legendary Actions

The Beast 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 creatures turn. The Beast regains spent legendary actions at the start of its turn.

Detect. The Beast makes a Wisdom (Perception Check).

Fear Itself (costs two actions). The Beast forces all creatures that can see it to roll a DC 19 Wisdom save or be paralyzed with fear for 1 round.

Claw Attack. The Beast makes one claw attack.

Description

The Beast of Vashar is an unnatural beast whose mere existence is enough to make the strongest men quiver in fear.

Relentless Destroyer. The Beast hunts not only for food, but also because it considers screams of terror and tears to be music to its ears. It thrives off of fear and is attracted to small villages. As it travels, animals will noticeably run away or flee for anywhere between 24 to 78 hours before the Beast arrives. It hunts everyone in a single village until they are all dead.

The Beast Cometh. While within 3 miles of the Beast, the air has a subtle smell of brimstone, ash, rottng corpses, and bruning hair.

Fear Incarnate. The Beast thrives off fear. The more terrified the prey the more delicious it is. Often the Beast will force the dwellers of small villages seek refuge in their homes. DO NOT LET YOUR PLAYERS STAY. The beast will kill everything in the village after it starts its onslaught. It is quick. It is mindless. It will kill players unprepared. 

Previous Versions

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8/8/2020 1:49:37 AM
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