Large Beast, Neutral
Armor Class 15 (natural armor)
Hit Points 116 (12d10 + 56)
Speed 40 ft., Burrow 10 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
3 (-4)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +10, CON +9
Skills Athletics +7, Perception +5
Damage Resistances Fire, Lightning
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Tremorsense 30, Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance 1/day. The creature can choose to automatically succeed at a saving throw he failed

Pack Tactics. When another bush demon is near the creature it wants to attack. All of his attacks are made with disadvantage.

Elemental infusion. The beast can choose to infuse his attacks with one of 3 magical states - fire, lighting and poison. While infused its attacks deal an aditional (2d6) fire/lighting/poison damage

Innate spellcasting. The bush demons innate spellcasting ability is Constitution , spell save DC 16. Being able to cast the following spells with no components ( it can only cast spells of the appropriate elemental infusion) :

1/day :[Tooltip Not Found] at 5th level , Cloudkill , Fireball at 5th level

At will:Witch bolt on 3 targets ,Ray of Sickness at 5th level and Burning Hands at 4th level

Actions

Multiattack. The bush demon makes one Bite attack and one claw attack. They can replace one bite attack with a Claw attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage.

Poisonous Mane (Recharge 5/6). The creature is covered in small poisonous needles that cover its body almost everywhere, it can choose to unleash these in a 10 feet radius around it. Each creature in that  sphere  must make a DC 16 Dexterity saving throw, taking 18 (6d6) piercing damage on a failed save or nothing  on a successful one. A creature failing  must pass a DC 18 Constitution Saving Throw taking 18 (6d6) poison damage and become poisoned for 8 hours or half as much on a failed save with no other condition.

Bonus Actions

Elemental infusion. If the creature didn't spend his movement on his turn he can use it and his bonus action to infuse himself with elemental energies for a minute. He can choose one of the following elements : fire, lighting and poison. Once he has chosen one he can't choose it until the end of the day.

Reactions

Reckless Hunger. The first time an enemy takes damage, the beast can choose to move up to half his movement and make a bite attack on the damaged enemy as a reaction. Once he used this he can't do it again on the same creature for the remainder of the fight. If the beast manages to hurt the enemy with reckless hunger, it gains advantage on all attack rolls for a round but the enemy gets advantage on all their rolls for the round.

Description

When a bush demon has scoured the red deserts for decades he has grown attached to the weave and magic that flows through it and as such, he learns to channel those energies through his body and spend them while hunting or defending his den that is growing larger and larger by the day. Some Alpha's are storied to reach even 3-4 centuries of age, being capable of feats beyond even most druids of the red sands.

The Alpha's usually make their dens in or around a shifting oasis. As he has learned that humanoids and other animals usually go there. And more than that, it is where he can channel the energies better.

Habitat: Desert

Namibian

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