The Beast (Phase 1)
Large undead, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 105 (14d10 + 28)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+1) 15 (+2) 6 (-2) 8 (-1) 14 (+2)
- Damage Vulnerabilities bludgeoning
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands Common and Abyssal but can't speak
- Challenge 5 (1,800 XP)
Executioner's Presence. The Beast exudes an aura of dread. Creatures within 5 feet of the monster have disadvantage on saving throws against fear effects.
Unrelenting Pursuit. If the Beast moves at least 20 feet in a straight line towards a target, it gains advantage on its next attack roll against that target.
Legendary Resistance (1/day). If the Beast fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Beast makes two attacks.
Battleaxe. Melee attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashing damage, and the target must make a DC 14 Strength saving throw or be pushed 15 feet away. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. Otherwise, the target falls prone.
Bladed Chain. The Beast whips its bladed chain at one creature within 30 ft., or at two creatures within 30 ft. that are within 5 ft. of each other. Each target must make a DC 12 Dexterity saving throw. On a failure, a target takes 4 (1d4 + 1) piercing damage and is restrained until the start of the Beast's next turn.
Bonus Actions
Menacing Roar. The Beast emits a terrifying roar. Each creature within 10 feet of it must succeed on a DC 12 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, a creature must take the Dash action and move away from the Beast by the safest available route on its turn, unless there is nowhere to move. A creature that saves against this effect has immunity to the Beast's roar for the next 24 hours.
Whirling Scythe. The Beast hooks its battleaxe to the end of its chain and hurls it at a point within 30 ft. Each creature within 5 feet of that point must succeed on a DC 14 Dexterity saving throw or take 4 (1d6) slashing damage on a failure.
Reactions
The Beast can take up to two reactions per round, but only one per turn.
Vengeful Blow. When the Beast is hit by a melee attacker within 5 ft., the Beast can use its reaction to make a Battleaxe attack against the attacker.
Raging Charge. When the Beast is targeted by a spell or ranged attack, the Beast can use its reaction to move up to its speed toward the attacker without provoking opportunity attacks. If the Beast ends its movement within 5 ft. of the attacker, it can immediately make make the following attack against it: Gore. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage and the target is knocked prone.
The Beast, Phase 2
Large undead, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 105 (14d10 + 28)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 12 (+1)
- Damage Vulnerabilities bludgeoning
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands Common and Abyssal but can't speak
- Challenge 5 (1,800 XP)
Shroud of Shadows. Other creatures within 15 feet of the Beast can't regain hit points.
Reckless. At the start of its turn, the Beast can choose to gain advantage on all melee attack rolls until the start of its next turn, but attack rolls against it have advantage until the start of its next turn.
Legendary Resistances (1/day). If the Beast fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Beast makes two attacks.
Slam. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage, and the target must make a DC 14 Constitution saving throw or be Dazed until the end of its next turn. (A Dazed creature can move or take one action on its turn, but not both. It also can't take a bonus action or a reaction.)
Battleaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage, and the target must make a DC 14 Strength saving throw or be knocked prone.
Bone Missile. Ranged Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a DC 14 Strength saving throw or be pushed 15 feet away. If the target then comes into contact with a hard surface or heavy object, the target is restrained until the end of its next turn.
Bonus Actions
Miasma Shroud. The Beast exudes a shroud of dark energy in a 10-foot radius, which lasts until the start of its next turn. A creature that begins its turn within the shroud takes 1d4 necrotic damage and can't regain hit points until the start of its next turn.
Dark Burst. The Beast hooks its battleaxe to the end of its chain and hurls it at a point within 30 ft, causing bolts of necrotic energy to erupt around it. Each creature within 5 ft. of that point must make a DC 12 Constitution saving throw. On a failure, a creature takes 4 (1d6) necrotic damage and is blinded until the end of its next turn.
Reactions
The Beast can take up to two reactions per round but only one per turn.
Dark Retribution. When the Beast is hit by a melee attacker within 5 ft., the Beast can use its reaction to immediately make the following attack against the attacker: Afflict. Melee Spell Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) necrotic damage and the target must make a DC 12 Constitution saving throw or be blinded until the end of its next turn.
Fell Pursuit. When the Beast takes damage from a spell or ranged attack, the Beast can use its reaction to teleport up to 30 feet to an unoccupied space it can see within 5 ft. of the attacker. If it does, the Beast can then immediately make an attack with its Battleaxe.