Advantageous Banishment. If the beast's ever subjected to an effect that'd teleport it or transport it to another plane or dimension, it warps the magic & can instead teleport to an unoccupied space it can see w/i 60 feet.
Fey Stalker. The beast has advantage on Stealth checks & initiative rolls in forested terrain & in the fey realm. If the beast can see a creature for 1 min & remains hidden from the creature for that entire time, it can take 2 turns during the 1st round of combat w/ that creature. It takes this 2nd turn at its initiative + 10.
Magic Weapons. The beast’s weapon attacks're magical.
Momentum. At the start of each of its turns, the beast gains a bonus 5 (1d10) damage to all its attacks. This bonus' cumulative, increasing to 11 (2d10) on its 2nd turn, 16 (3d10) on the 3rd turn, & so on. At the end of each of its turns, if it hasn’t taken damage or made an attack since the end of its last turn, the bonus resets to 0.
Relentless Hunter. If the beast starts its turn incapacitated, paralyzed, stunned, or otherwise unable to take actions, the offending condition's suppressed during its turn. It still attempts any saving throws allowed at the end of its turn as normal. Otherwise the condition resumes at the end of the beast’s turn.
Multiattack. The beast makes 2 Claw attacks & 1 Bite attack. After each attack, the beast can teleport up to 10 ft. to an unoccupied space it can see, whether the attack hits or misses.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) piercing damage & the target's grappled (escape DC 19). While grappled in this way, the target's restrained, & each time the beast teleports the grappled creature teleports w/ it. While grappling a creature, the beast can’t use its Bite attack against other targets.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) slashing damage. If the target's a creature it must succeed on a DC 17 Con saving throw or begin bleeding. It loses 11 (2d10) hp at the start of each of its turns. The bleeding lasts until the target regains hp via magical healing or until lesser restoration or more powerful restorative magic's cast on the target.
Greater Phasing. When the creature'd be hit by an attack, it can use its reaction to teleport up to 30 ft. to an unoccupied space it can see, causing the attack to miss.
Description
In search of more powerful help, the Queen corrupts an ancient fey beast to bring it under her sway. Few in #, these primordial creatures're masterful hunters. Trapping 1 isn’t easy, but the Queen has the resources at her command to make it happen. The party has probably heard of powerful fey beasts, older than the fey nobles, that haunt the fey realm. They play important roles in the ecosystem there, & the Queen’s corruption of 1 further drains the life from the fey realm & shifts it deeper into winter. After several bloody attempts, the Queen’s minions drag the fey beast back to her lair where she performs a dark ritual. It could be interrupted by an attack from the party, but it’s unlikely they know where it's or how to get in at this point. The fey beast might reach out to the party in some way to ask for help, especially if there's a druid or ranger in the group. Even if it doesn’t, such characters can sense the beast’s distress & the imbalance in the fey realm. Their best shot at intervention's while the Queen’s minions're trying to capture the beast; once they've it, the party'd have to mount an attack on the Queen’s lair to help. That said, tracking the hunting party back to her lair might be how the party learns of its location. The Queen gains the services of Beast That Stalks from this scheme, an animalistic lieutenant that prowls the forests on the material plane & fey realm, hunting down would-be heroes.
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