Medium Aberration (Inevitable), Chaotic Evil
Armor Class 18 Natural armor
Hit Points 380 (40d8 + 200)
Speed 30 ft., Fly 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +11, DEX +10, WIS +9
Skills Athletics +11, Investigation +8, Stealth +10
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Truesight 60 ft., Passive Perception 13
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Temporal Pocket. Bec Noir can store any unattended size tiny object in a temporal pocket for later use

Magic Weapons. All of Bec Noir's attacks count as magical for the purpose of overcoming damage resistance

Legendary Resistance (4/Day). If Bec Noir fails a saving throw he can choose to succeed instead.

Actions

Multiattack. Bec Noir makes three Longsword attacks any of which can be replaced with a Tentacle attack. Bec Noir can also use Teleport once before or after any of the attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage and 6 (3d4) force damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 9 (2d4 + 5) bludgeoning damage and the target is pulled to within 5 feet of Bec Noir and grappled (escape DC 19) and restrained until the grapple ends.

Teleport. Bec Noir magically teleports along with any equipment it is wearing or holding and all creatures grappled by him to an unoccupied space within 40 feet of him. Creatures grappled by Bec Noir must also appear in an open space adjacent to Bec Noir

Red Miles (Recharge 8). Bec Noir unleashes the Red Miles within a 30 foot radius sphere centered on him, all creatures within that area must make a DC 18 Dexterity Saving Throw, taking 63 (18d6) force damage on a failure or half as much on a success.

Green Miles (Recharge 20, One use per encounter). Bec Noir unleashes the Green Miles from his ring within a 60 food radius sphere centered on him, all creatures within that area must make a DC 20 Dexterity saving throw taking 84 (24d6) force damage on a failure or half as much on a success. Creatures gain no benefit from Evasion or similar features on this save

 

Reactions

Temporal Displacement. When Bec Noir fails a saving throw by an effect to take half damage he can use his reaction to halve the damage he takes. If he succeeds he can use his reaction to instead take no damage.

Temporal Redirection. When Bec Noir is hit by an attack he can use his reaction to force the attacker to re-roll the attack with advantage against any creature within 30 feet of Bec Noir.

Legendary Actions

Bec Noir 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. Bec Noir regains spent legendary actions at the start of its turn.

Longsword Strike. Bec Noir makes a single Longsword Attack

Fly (costs 2 legendary actions). Bec Noir flies up to half his speed

Limited Omnipotence (costs 3 legendary actions). Bec Noir regains the use of his reaction or one use of Legendary resistance. Once either option has been chosen it cannot be chosen again until Bec Noir finishes a long rest

Description

A menacing black shelled bipedal form with two great black wings and the head of a terrible hound heralds the death of the universe. With the longsword he holds within his chest and the tentacles growing from his side the devilbeast strikes down all he finds but especially abhors the existence of the Grung. Appearing often without warning this one armed figure murders all in its path and can summon powerful tentacle like projections of its wrath from the ring it wears.

Jack_Noir

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