Large Beast, Neutral
AC 22 Natural armor, Reinforced carapace, and Magical resilience    Initiative +18 (28)
HP 230 (24d10 + 96)
Speed 60 ft., Fly 90 ft.
Mod Save
STR 22 +6 +11
DEX 22 +6 +11
CON 24 +7 +12
Mod Save
INT 14 +2 +2
WIS 18 +4 +4
CHA 8 −1 −1
Skills Athletics +12, Perception +12, Stealth +14
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poisoned
Senses Blindsight 60, Darkvision 120, Tremorsense 60; Passive Perception 21
Languages Abyssal, Common, Telepathy
CR 15 (XP 13,000; PB +5)
Traits

Monstrous Strength: You have advantage on Strength-based checks and saving throws, and your Strength-based attack rolls are made with advantage.

 Regeneration At the start of your turn, you regain 30 hit points if you have at least 1 hit point. This regeneration is blocked by fire or acid damage.

Enhanced Senses: You have advantage on Perception checks relying on hearing, smell, and vibration. You also have Tremorsense out to 60 feet and Blindsight to 30 feet, allowing you to sense creatures even if they are invisible or hidden.

Unyielding Resilience: Beru has advantage on saving throws against being paralyzed, stunned, or poisoned, and he is immune to poison damage and disease.

Actions

Multiattack: Beru makes four attacks: two with his claws and two with his sting or bite.

Claw Attack (Melee Weapon Attack): Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d8 + 6) slashing damage.

Poisonous Sting (Melee Weapon Attack): Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 10 (2d10) poison damage at the start of each of its turns.

Aerial Charge (Recharge 5-6): As an action, Beru can take to the skies and dive toward a target within 60 feet. Make a melee weapon attack with advantage. On a hit, the target takes 45 (6d8 + 6) slashing damage and must make a DC 18 Dexterity saving throw or be knocked prone.

Blinding Roar (Recharge 5-6): Beru lets out a terrifying roar, causing all creatures within 30 feet to make a DC 18 Constitution saving throw or be blinded and deafened 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.

Life Leech (Recharge 5-6): Beru can siphon life force from a target. As an action, Beru can make a melee attack with his claws or sting. On a hit, Beru heals for half the damage dealt (rounded up).

Bonus Actions

Lightning Speed: You can Dash as a bonus action. You also have enhanced flying speed (90 ft.) and increased maneuverability in the air.

Vigorous Regeneration As a bonus action, Beru can heal himself for 40 hit points, representing his powerful healing abilities.

Healing Swarm (Recharge 5-6): Beru can channel his healing ability to an ally within 60 feet of him. As an bonus action, Beru can restore 50 hit points to one creature he can see.

Legendary Actions

Claw Swipe (Costs 2 Actions): Beru makes one claw attack.

Mighty Roar (Costs 3 Actions): Beru lets out a fearsome roar. All creatures within 30 feet must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute.

Healing Surge (Costs 3 Actions): Beru can use his Vigorous Regeneration ability without using a bonus action. This allows him to heal for 40 hit points as part of his legendary action.

Life Leech (Costs 3 Actions): Beru can siphon life force from a target within 5 feet. On a successful melee attack, Beru heals for half of the damage dealt.

Description

Beru’s immense size and regenerative nature, along with his heightened durability, make him a nearly unstoppable force.

ZeroBlaze420

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