Constructed Soul: Fear Incarnate. Bête Noire is a magical construct. She does not require food, air, or sleep. When reduced to 0 hit points, she does not die immediately (see Mythic Trait).
Magic Resistance. Bête has advantage on saving throws against spells and magical effects.
Magic Weapons. Bête’s weapon attacks are magical.
Regeneration. Bête regains 20 hit points at the start of her turn unless she took radiant damage since her last turn.
Fearing. Creatures within 30 ft must succeed on a DC 21 Wisdom saving throw at the start of their turn or become frightened for 1 minute. While frightened this way, creatures have disadvantage on attack rolls and saving throws. Affected creatures can repeat the save at the end of each turn.
Hallucination Manipulation. As long as a creature can see Bête, she can force it to make a DC 14 Intelligence saving throw (no action required and only once per encounter). On a failure, the target is trapped in a vivid illusion: The creature is blinded and deafened to reality. The creature is incapacitated takes 15 psychic damage at the start of each turn. The effect ends if the creature succeeds on the save at the end of its turn or takes 30+ damage in two turns.
Akumu (Soul Companion). Bête is accompanied by Akumu (a tiny aberration, cannot be targeted directly while Bête is above 0 HP). It grants Bête resistance to all damage except radiant and force. It can manifest as weapons, shields, or extensions.
Multiattack. Bête makes three attacks: two with her Spear of Fear and one Psychic Rend.
Spear of Fear. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft or range 60 ft Hit: 18 (2d10 + 7) piercing + 14 (4d6) psychic damage. Targets must succeed on a DC 21 Wisdom save or become frightened.
Rhabdophobia (Recharge 5–6). Bête releases a pulse of pink energy in a 60-ft radius. All magical effects, constructs, or summoned creatures must make a DC 21 Charisma save or become controlled by Bête until the end of her next turn. Spell effects (like spiritual weapon, Bigby’s hand, etc.) instead immediately switch targets to Bête’s choosing.
Psychic Rend. Melee Spell Attack: +8 to hit. Hit: 22 (4d10) psychic damage and the target have disadvantage on its next saving throw.
Harpoon of Extraction. Ranged attack, +13 to hit, range 120 ft Hit: 27 (5d10) piercing damage If the target drops below 50 HP, Bête can rip out part of its essence, dealing an additional 21 (6d6) necrotic damage and healing herself the same amount.
Blink Step. Bête teleports up to 60 ft to an unoccupied space she can see.
Akumu Manifestation. Bête gains one of the following until the start of her next turn. Akumu's shield form gives Bête +3 AC. Its blade form gives +10 damage to all attacks. Its winged form gives flying speed of 60 feet.
Distort Reality. When targeted by an attack, impose disadvantage. If the attack misses, the attacker takes 14 (4d6) psychic damage.
Mythic Trait: HATE Unleashed. When Bête drops to 0 HP, she instead regains 200 HP, her form distorts, and she enters her HATE Form. Her regeneration increases to 40 HP per turn, and she gains advantages on all attack rolls for the next for 3 rounds.
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
Fear in human form.
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.
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