Innate Spellcasting. Beruth's spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic
3/day each: command, fear, invisibility
Magic Resistance. Beruth has advantage on saving throws against spells and other magical effects.
Shadow Step. As a bonus action, Beruth can magically teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness.
Orb of Malice. Beruth carries a large black and pinkish orb that hangs ominously from a chain around his neck. While holding the orb, Beruth gains the following additional abilities:
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Aura of Corruption. The area within 30 feet of Beruth becomes tainted by his malevolent presence. Each creature that starts its turn in this area must succeed on a DC 16 Wisdom saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn.
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Dark Enervation. Beruth can use his action to target a creature he can see within 60 feet and make a ranged spell attack against it using the orb. On a hit, the target takes 3d8 necrotic damage and must make a DC 16 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's saving throw is successful or the effect ends for it, the target is immune to Beruth's Dark Enervation for the next 24 hours.
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Malevolent Healing. Once per turn, when Beruth damages a creature with a spell or a weapon attack, he gains temporary hit points equal to half the damage dealt.
Multiattack. Beruth makes three attacks: two with his claws and one with his bite.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Fear Gaze (Recharge 5-6). Beruth fixes his gaze on a creature he can see within 60 feet of him. The target must make a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Beruth's Fear Gaze for the next 24 hours.
Beruth 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. Beruth regains spent legendary actions at the start of his turn.
Bite. Beruth makes one bite attack.
Frightening Presence (Costs 2 Actions). Beruth magically emits an aura of dread. Each creature of his choice that is within 60 feet of him and aware of him must succeed on a DC 16 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 Beruth's Frightening Presence for the next 24 hours.
Teleport (Costs 2 Actions). Beruth magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
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