Large Beast, Any Evil Alignment
Armor Class 17 natural
Hit Points 180 (12d8 + 80)
Speed 35 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +4, DEX +4
Senses Passive Perception 13
Languages All as long it's master grants it that privilege
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Change magic.  it is able to change into different forms with a magic charm.  If the creature's host image is destroyed, it is either destroyed with it or revealed. A D4 must be rolled for it. Even numbers means the creature is destroyed with the host's image, an Odd number means the true form of the creature is revealed.  However, the creature can reveal itself at will if it choices to. 

Spellcasting. Fireball casting. It can only be done 2 times a day. 

Blindness/Deafness

 
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
 

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. 

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

Hellish Rebuke

 
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
 

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. 

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Circle of Death

 
6th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
 

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. 

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Actions

Multiattack   Bese Enforcers can make multiattacks with their hand longswords.

Hand Longsword. Melee Weapon Attack: +3 to hit, reach # 30ft., 1 target. Hit: 1 (1d8 + 4) Piercing  damage. 

Fireball- Ranged Magic attack: +2 to hit, Reach 150ft anyone in a 20ft radius sphere of it's centre.Hit: 1(2d6) fire damage

Flame Blade- Melee Magic Attack last 10 minutes:  +2 to hit with it, Reach 30ft, 1 target. Hit:  3d6+2 fire Damage. it also sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  can only go on one of the hand longswords can only be done on a bonus action.

 

Bonus Actions

Dragon's Breath

 
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
 

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. 

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Reactions

Hellish Rebuke listed above

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: aberration

Amosthefirst