Large Fiend, Lawful Evil
Armor Class 17 Natural armor
Hit Points 189 (18d10 + 90)
Speed 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +11, CON +10, WIS +9
Skills Insight +8, Intimidation +7, Perception +8
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Common, Infernal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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:

  • 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.

  • 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.

  • 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.

 

Actions

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.

 

Legendary Actions

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.

caustixx16

Comments

Posts Quoted:
Reply
Clear All Quotes