Large Fiend (Demon), Chaotic Evil
Armor Class 20 (Natural Armor)
Hit Points 377 (26d10 + 234)
Speed 40 ft., Fly 160 ft.
STR
29 (+9)
DEX
20 (+5)
CON
28 (+9)
INT
18 (+4)
WIS
24 (+7)
CHA
29 (+9)
Saving Throws DEX +12, WIS +14, CHA +16
Skills Athletics +16, Perception +14
Damage Resistances Bludgeoning, Cold, Lightning, Piercing, Slashing
Damage Immunities Fire, Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 120 ft., Passive Perception 24
Languages Abyssal, Telepathy 600 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Defiled Greatswords. The bezhghera wields six greatswords, one in each hand, and four, which hover in a ring around it. It can send these hovering greatswords out to attack at range. Damage taken from these swords cannot be healed by anything short of spells of 4th level or higher.

Innate Spellcasting. The bezhghera's spellcasting ability is Charisma (spell save DC 25). The bezhghera can innately cast the following spells, requiring no material components:

At will: counterspell, detect magic

3/day each: blade barrier

Legendary Resistance (3/Day). If the bezhghera fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The bezhghera's weapons are magical.

Reactive. The bezhghera can take reaction on every turn in combat.

Actions

Multiattack. The bezhghera makes six attacks, two greatsword attacks, and four defiled greatsword attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 23 (4d6 + 9) slashing damage. 

Defiled Greatsword. Melee Weapon Attack: +16 to hit, reach 120 ft., 1 target. Hit: 23 (4d6 + 9) piercing damage. After attacking, the greatsword immediately returns to the bezhghera's side.

Blade Storm (Recharge 5-6). The bezhghera sends its blades into a furious frenzy of movement. Each creature within 20 feet of the bezhghera must make a DC 24 Dexterity saving throw, or take 78 (12d12) slashing damage.

Reactions

Parry. The bezhghera adds 7 AC to one melee, spell, or ranged attack that would hit it. 

Legendary Actions
The bezhghera 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 bezhgera regains spent legendary actions at the start of its turn.
 
Teleport. The bezhghera magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. Creatures within 5 feet of the bezhghera when it teleports, both when it disappears and when it reappears, must make a DC 15 Constitution saving throw or take 14 (4d6) force damage and be knocked prone. On a successful save they take half damage and are not knocked prone.
 
Defiled Greatsword. The bezhghera makes one defiled greatsword attack.
 
Summon Horde (costs 3 actions). The bezhgera beckons for its warband across the planes, bidding them to fulfill their master's wishes. When used, 1d4 vrocks, 1d6 balguras, and 2d6 maw demons appear at random points within 60 feet of the bezhghera. The demons follow the bezhghera's telepathic commands, requiring no action on its part.

 

 

Description

A bezhghera, more commonly referred to as a war demon, is a horrific brute capable of widespread destruction. They represent the untamed spirit of war and bloodshed present in all demonkind; as such they take great pleasure in sinking themselves into the Blood War, even cutting down other demons in their rapture.

Made for War

Bezhghera have heads like slavering, rabid jackals; despite their frenzied appearance, they are always keenly aware of their surroundings and incredibly capable of making strategic decisions in the heat of battle. They have great humanoid bodies, covered in glistening chitinous black plates; they often eschew armor in favor of their more than adequate physical and magical defenses. Two sets of wings adorn their backs, glistening with blood and exposed muscle, covered in blood-caked black feathers.

Molydei and balors give bezhghera wide berth, prefering to avoid contact with them at all cost; bezhghera hate the former category of demon, seeing them as both rivals and weak-willed for having been cowed into a semblance of law. Bezhghera are too powerful to be put directly under the control of demon lords, they must be enticed with promises of souls, territory, and other riches. It is incredibly rare for one to be summoned to the material plane or to be enlisted under any power but their own.

Unsavory Origins

Their defiled greatswords are said to have been rent from the hands of dying solars, their divine power perverted into a dark abyssal one. Still others theorize that bezhghera are solars, driven mad before the time of men. In any case, a single bezhghera would make short of a single solar, perhaps even two.

Monster Tags: Demon

VikinYngof

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