Medium Humanoid (Human), Neutral
Armor Class 23 (natural)
Hit Points 240 (24d10)
Speed 35 ft.
STR
14 (+2)
DEX
24 (+7)
CON
18 (+4)
INT
24 (+7)
WIS
14 (+2)
CHA
30 (+10)
Saving Throws DEX +13, WIS +8, CHA +16
Skills Acrobatics +14, Deception +17, Insight +9, Intimidation +17, Persuasion +17, Sleight of Hand +14, Stealth +14
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft, Truesight 40 ft, Passive Perception 20
Languages Common, Infernal, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

 

Spellcasting. beserys is a 15th-level spellcaster. Its spellcasting ability is charisma (spell save DC 19, +11 to hit with spell attacks). The beserys has following wizard spells prepared:
Cantrips (at will): chromatic fist, chromatic bead, poison spray, backlash
1st level (5 slots): chromatic orb, chromatic strike, arcane word: barta, cinderfall

2nd level (5 slots): cinder cloud, crown of madness, mirror image

3rd level (4 slots): counterspell, fire whirl, elemental ball, gaseus form

4th level (4 slots): blight, fire shield, frost nova

5th level (3 slots): control winds, control lava, conjure elemental,

6th level (3 slots): power word: ilbarta, chain lightning, investiture of flames, investiture of ice, investiture of wind, investiture of stone

7th level (2 slots): avalanche, burning rain, crown of stars

8th level (2 slots): abi-dalzim's horrid wrilting, incendary cloud, control weather

9th level (1 slot): prismatic wall, into chaos

Legendary Resistance (2/Day). If beserys fails a saving throw, he can choose to succeed instead.

Magic Resistance. beserys has advantage on saving throws against spells and other magical effects.

Magic Weapons. beserys' weapon attacks are magical

 

Actions

dagger of evil and good. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 5) piercing damage if the target is of good alignment they take 13 (2d10 + 5) necrotic damage, if the target is of evil allignemnt they take 13 (2d10 + 5) radiant damage and if the target is of neutral allingment it takes no damage

dagger of law and chaos. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 5) piercing damage if the target is of lawfull allingment they have to succeed in a  DC 19 wisdom saving throw or go under the controll of beserys for a minute, if the target is of chaotic allignment they have to succeed in a DC 19 charisma saving throw or suffer 1 level of exhaustion and if the target is of neutral allignment nothing happens

Reactions

counter. if an enemy fails in a melle attack beserys can decide to either use a melle attack of his own, throw the target 10 feet or cast a spell of 3rd level or lower on them

Description

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Habitat: Urban

pootisman

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