Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 154 (14d12 + 63)
Speed 80 ft., Climb 80 ft.
STR
20 (+5)
DEX
24 (+7)
CON
22 (+6)
INT
7 (-2)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws DEX +11, CON +10
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Blinded, Deafened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Abyssal (understands but can't speak)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (1/Day). If the beringei guardian fails a saving throw, it can choose to succeed instead.

Magic Resistance. The beringei guardian has advantage on saving throws against spells and other magical effects.

Nimble Feet. The beringei guardian can move through difficult terrain without costing extra movement.

Labyrinthine Recall. The beringei guardian can perfectly recall any path it has traveled.

Actions

Multiattack. The beringei guardian makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Swallow. The beringei guardian makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the beringei guardian, and it takes 21 (6d6) acid damage at the start of each of the beringei guardian's turns.

If the beringei guardian takes 40 damage or more on a single turn from a creature inside it, the beringei guardian must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the beringei guardian. If the beringei guardian dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Reactions

Opportunity Tackle. When a creature attempts to move outside the beringei's melee range, the creature must succeed a DC 17 Dexterity saving throw or be knocked prone.

Legendary Actions

The beringei guardian 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 beringei guardian regains spent legendary actions at the start of its turn.

Detect. The beringei guardian makes a Wisdom (Perception) check.

Claw Attack. The beringei guardian makes an attack with its claw.

Talon Grasp (Costs 2 Actions). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.  If the target is a creature, it is grappled (escape DC 17).  Until this grapple ends, the target is restrained.

Description

The beringei guardian is like a regular beringei, but much bigger.  They are summoned to protect artifacts and temples.  Their speed and power is unmatched against any grave robbers.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the beringei guardian takes a lair action to cause one of the following effects; the beringei guardian can’t use the same effect two rounds in a row:

  • 3 Pillars of fire erupts from 3 points on the ground the beringei guardian can see within 120 feet of it, creating a 10-foot-high flame. Each creature in a flame’s area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
  • Ruins crumble to the ground.  A 20-foot diameter area the beringei guardian can see within 120 feet of it becomes difficult terrain. It lasts until initiative count 20 on the next round.
  • 2 beringei appear at a point the beringei guardian can see within 120 feet of it.

Monster Tags: Demon

Habitat: MountainSwamp

Mach29

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