Large Monstrosity, Unaligned
Armor Class 18 Natural armor
Hit Points 250 (20d12 + 120)
Speed
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
6 (-2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +13, DEX +8, CON +12
Skills Perception +7, Stealth +7
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Understands Common and Sylvan but can't speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Keen Smell. The Beast of Ter'Jhad has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the Beast of Ter'Jhad moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the beast can make one bite attack against it as a bonus action.

Rampage. When the Beast of Ter'Jhad reduces a creature to 0 hit points with a melee attack on its turn, the beast can take a bonus action to move up to half its speed and make a bite attack.

Regeneration. The Beast of Ter'Jhad regains 20 hit points at the start of its turn. If the beast takes acid or fire damage, this trait doesn't function at the start of its next turn. The Beast of Ter'Jhad dies only if it starts its turn with 0 hit points and doesn't regenerate.

 

Actions

Multiattack. The Beast of Ter'Jhad makes three attacks: one with its bite, two with its claws, or one with its Vile Vomit.

 

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 7) piercing damage.If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be afflicted with the Curse of the Sundered Will. While cursed, the target's Wisdom score is reduced by 1d4 at the start of each of its turns. If the target's Wisdom score drops to 0, it falls under the Beast of Ter'Jhad's control, and its alignment becomes chaotic evil. The curse can be removed by greater restoration or other powerful magic.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 7) slashing damage.

Vile Vomit (Recharge 5-6). The Beast of Ter'Jhad spews a vile and acidic vomit in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also blinded until the end of its next turn.

Frightful Presence. Each creature of the Beast of Ter'Jhad's choice that is within 120 feet of the beast and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast of Ter'Jhad's Frightful Presence for the next 24 hours.

Legendary Actions

The Beast of Ter'Jhad 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.

 

Detect. The Beast of Ter'Jhad makes a Wisdom (Perception) check.

Move. The Beast of Ter'Jhad moves up to its speed without provoking opportunity attacks.

Claw Attack. The Beast of Ter'Jhad makes one claw attack.

Description

Hulking and fearsome, The Beast of Ter'Jhad is a legendary creature said to roam the dark and treacherous Ter'Jhad Forest. Its origin shrouded in mystery, this creature strikes terror into the hearts of even the bravest adventurers who dare to venture into its domain.

 

caustixx16

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