Regeneration. The Beast regains 10 hit points at the start of its turn if it has at least 1 hit point and the Dark Lantern is still lit.
Multi-attack. The Beast use its Third Eye or makes two claw attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (1d10 + 6) slashing damage.
Third Eye. The Beast magically forces a creature it can see within 60 feet of it to make a DC 15 Charisma saving throw. If it fails, it comes under one of the following effects, chosen at random:
- Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Panicked. The target is frightened. On its next turn, the frightened creature must take the Dash action and move away from the Beast by the safest and shortest available route, unless there is nowhere to move.
- Sickened. The target has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Beast regains spent legendary actions at the start of its turn.
Antlers. The Beast charges at its movement speed and attacks with its antlers. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Claws. The Beast makes a claw attack. See above for stats.
Third Eye Ray (Costs 2 Actions). The Beast targets a creature that it can see within 60 feet of it. A wave of regret and despair wash over the creature's mind. The target must make a DC 15 Wisdom saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
The Beast of the Wood has lived in the Suthrosa Woods for centuries. How it escaped the Nine Hells is unknown. It has long been thought a legend or a story the druids tell to keep loggers and miners from going deep into the sacred woods.
However, the Beast is no legend and recently it has become far more active and expanding its actions to near the edges of the woods. The Beast targets travelers or loggers using its third eye to inflict despair on them. Slowly they will lose hope and be transformed into Edelwood trees. These trees have a monstrous appearance of twisted bark and branches.
The Beast has enlisted the help of many over the centuries. He tricks them into serving him by cutting down the trees and grinding them up for their sap which is used to keep the Dark Lantern lit. This lantern is the Beast's connection to the Material Plane. So long as it is lit he will return to the Material Plane in 1d4 days of his death. Only extinguishing the Lantern and then killing the Beast will send it back to Baator and lock it there forever.
The Dark Lantern is held by the Woodsman currently. He believes the soul of his dead daughter resides in the lantern and by filling it her soul will live on. The Beast often follows the Woodsman so the sight of the light from the Lantern has become synonymous with appearances of the Beast.
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