Large Monstrosity, Chaotic Good
Armor Class 17
Hit Points 177 (17d8 + 102)
Speed
STR
17 (+3)
DEX
22 (+6)
CON
16 (+3)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +5, DEX +8, INT +6
Damage Vulnerabilities Bludgeoning
Damage Immunities Acid
Condition Immunities Exhaustion
Senses Passive Perception 15
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

🧠 1. Hive Mind Command

Trait: Beru shares a telepathic link with all insectoid creatures within 1 mile. All allied insectoid minions (summoned or existing) act with perfect coordination.
Effect: Beru can command all minions to take their turns simultaneously on initiative 20 (losing ties). These minions gain +2 to attack and saving throws while within range.

🦴 2. Chitinous Regeneration

Trait: Beru's carapace constantly regenerates with unnatural speed.
Effect: At the start of each of his turns, Beru regains 30 HP unless he took radiant or fire damage during the previous round.

🕷️ 3. Dismembering Claws

Trait: Beru’s claws are enchanted with a magical edge that tears through armor and limbs alike.
Effect: On a critical hit, Beru can choose to disable a limb or piece of gear (e.g., shatter a shield, sever a weapon hand). Targets make a DC 18 Constitution save or suffer a dismemberment effect (mechanical penalties, GM’s discretion).

🔊 4. Terrifying Screech

Trait: A deafening, psychic screech echoes from Beru when he enters the battlefield.
Effect: Once per encounter, Beru can emit a scream forcing all creatures within 120 feet to make a DC 19 Wisdom save or be frightened for 1 minute. Creatures that succeed are immune for 24 hours.

🛡️ 5. Sovereign's Duty

Trait: When an ally (or the summoner, if roleplayed with Sung Jin-Woo) is reduced to 0 HP, Beru may choose to intercept the killing blow.
Effect: Beru teleports adjacent to the ally and takes the damage instead. This can be used once per long rest.

🦗 6. Royal Ferocity

Trait: Each time Beru reduces a creature to 0 HP, he enters a Blood Frenzy for 1 round.
Effect: During Blood Frenzy, Beru gains an additional action and his movement does not provoke opportunity attacks. 

🧬 7. Shadowborn Evolution (if post-resurrection)

Trait: Having been reborn through shadow magic, Beru now bends shadows as easily as limbs.
Effect: Beru can meld into shadows (as per Shadow Step) and gains resistance to necrotic damage. His attacks deal an additional 2d6 necrotic damage in dim light or darkness.

Actions

Multiattack (Action)

Beru makes three attacks: two with his Chitin Claws and one with Royal Mandibles.

Chitin Claws (Melee Weapon Attack)

  • Attack: +14 to hit, reach 10 ft., one target

  • Hit: 21 (3d10 + 5) slashing damage.

  • On a hit, target must succeed on a DC 18 Strength save or be knocked prone or disarmed (Beru’s choice).

Royal Mandibles (Melee Weapon Attack)

  • Attack: +14 to hit, reach 5 ft., one target

  • Hit: 26 (4d8 + 5) piercing damage + 10 (3d6) poison damage

  • Critical Hit Effect: Grapples and restrains target (escape DC 18). While restrained, target takes 15 (3d10) piercing damage at the start of its turn.

Wings of Dread (Recharge 5–6)

Beru unfurls his spectral wings, taking to the skies in a burst of shadowed wind.
All creatures within 30 ft. must make a DC 19 Constitution saving throw or take 22 (4d10) thunder damage and be blinded until the end of their next turn.
Beru can then fly up to half his movement without provoking opportunity attacks.

Bonus Actions

Shadow Skewer (Bonus Action, 1/Turn)

Beru fires a spear of hardened shadow from his claw.

  • Range: 120 ft., one creature

  • Attack: +13 to hit

  • Hit: 32 (6d8 + 4) necrotic damage. Target must make a DC 17 Dex save or be pinned to the ground, restrained until the end of its next turn. bypasses armor class

Call of the Hive (1/Day, Action)

Beru lets out a supernatural screech that summons 4d4 Elite Ant Warriors from burrows or portals.
Each has 50 HP and acts on initiative count 10. They vanish after 1 minute or when slain. While active, Beru gains +2 AC and resistance to all damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

🛡️ Legendary Actions (3/round)

Beru can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Beru regains spent legendary actions at the start of his turn.

  • Claw Slash. Beru makes one Chitin Claws attack.

  • Shadow Step (Costs 2). Beru teleports to an unoccupied space in dim light or darkness within 60 feet.

  • Command the Swarm (Costs 2). One summoned or allied insectoid makes an attack or moves up to its speed as a reaction.

Royal Screech (Costs 3, 1/Day). Beru emits a deafening shriek. All enemies within 60 feet must succeed on a DC 18 Wisdom save or be frightened for 1 minute. Repeat save at end of turn.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: beast companionAny

Habitat: Any

hakarikinji

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