Berith
Large fiend (devil), lawful evil
Armor Class 19 (infernal plate, shield of flame)
Hit Points 310 (23d12 + 161)
Speed 40 ft., fly 60 ft. (hover)
STR 28 (+9) · DEX 16 (+3) · CON 25 (+7) · INT 20 (+5) · WIS 18 (+4) · CHA 22 (+6)
Saving Throws Str +16, Dex +10, Con +14, Int +12, Wis +11, Cha +13
Skills Arcana +12, Deception +13, History +12, Insight +11, Perception +11, Persuasion +13
Damage Resistances cold; lightning; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Traits
Legendary Resistance (3/Day). If Berith fails a saving throw, he can choose to succeed instead.
Magic Resistance. Berith has advantage on saving throws against spells and other magical effects.
Magic Weapons. Berith’s weapon attacks are magical.
Covenant Bound. Berith can’t target or deliberately harm a creature that (a) stands inside a properly cast magic circle spell and (b) wears a silver ring. If the creature attacks or leaves the circle, this protection ends for that creature until the next dawn.
Pyro-Alchemist. Fire damage dealt by Berith ignores resistance, and his weapon attacks deal an extra 4d6 fire damage (included in the attack).
War Duke’s Mount. As a bonus action Berith can magically summon or dismiss an immense, blazing red warhorse that shares his space. While mounted, Berith’s speed becomes 80 ft. and he has advantage on melee attack rolls against any creature smaller than his mount (included in the statistics below). If the mount is reduced to 0 hit points, it vanishes in a burst of flame, and Berith takes 10 (3d6) fire damage.
Actions
Multiattack. Berith makes three Covenant Spear attacks.
Covenant Spear (Trident). Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.
Incinerating Breath (Recharge 5–6). Berith exhales infernal flame in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much on a successful one.
Alchemical Transmutation (Recharge 6). Berith targets one non-magical metal object he can see within 60 ft. that fits inside a 10-ft. cube. The metal object (or all metal worn or carried by one creature) is instantly transmuted into brittle gold. Armor so affected grants disadvantage on the wearer’s attack rolls and saving throws, and weapons so affected deal half damage. The transmutation lasts 1 minute or until Berith dismisses it (no action required).
Bonus Actions
Illusory Stratagem (Recharge 4–6). Berith creates illusory doubles of up to three creatures he can see within 120 ft., sowing instant distrust. Until the start of Berith’s next turn, each target that can see an illusory double has disadvantage on attack rolls against creatures other than itself.
Reactions
Contractual Reprisal. When a creature within 60 ft. damages Berith after it has accepted a bargain or promise from him (GM’s discretion), Berith can force that creature to make a DC 21 Charisma saving throw. On a failure the creature takes 27 (6d8) psychic damage and is frightened of Berith for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Legendary Actions
Berith 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. Berith regains spent legendary actions at the start of his turn.
Attack. Berith makes one Covenant Spear attack.
Teleport. Berith magically teleports up to 120 ft. to an unoccupied space he can see.
Illusory Assault (Costs 2 Actions). Berith targets a creature he can see within 60 ft. The target must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Summon Flames (Costs 3 Actions). Berith erupts with infernal fire. Each creature of his choice within 20 ft. of him must make a DC 22 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.
Lore
The red-clad cavalry alchemist who lies unless questioned directly and can transmute metals or melt armor.
To grasp the nature of Duke Berith one must combine linguistics, theology, archaeology, and the history of occult practice, for this entity’s path from a Canaanite deity to the archivist of the Underworld mirrors humanity’s evolving ideas of covenant, truth, and betrayal. The name Berith means “agreement” or “alliance,” pointing both to the sacredness of a pact and to forced enslavement through legal finesse.
Classical demonology portrays Berith as a majestic soldier or knight in human form, highlighting his disciplined nature and lofty military rank. He is clad in red armor and garments; here, red is an iconic symbol of war, blood, and infernal fury. A massive golden crown rises on his head, declaring his status as Grand Duke, and his mount—a gigantic red horse—can “incinerate those who lack manners.” The image echoes the biblical Rider of War, cementing Berith’s standing as a lord of destruction. Beneath his armor he hides horns, claws, fangs, and a tail; his eyes gleam with white or fiery light devoid of pupils, striking mystical terror into all who meet him. His weapons range from spear and sword to trident; his breath releases flames or poisonous vapors.
From Demonic Bestiary 5E, p. 30 · Fern Flower Press