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    Beskud Elder

    Medium undead, lawful evil

    Armor Class 19 (Natural Armor)

    Hit Points 230 (20d8 + 120)

    Speed 50 ft.

    STR 24 (+7) · DEX 20 (+5) · CON 22 (+6) · INT 16 (+3) · WIS 18 (+4) · CHA 18 (+4)

    Saving Throws Str +12, Dex +10, Con +11, Wis +9

    Skills Athletics +12, Perception +14, Stealth +10, Survival +9

    Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison, Psychic

    Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

    Senses Darkvision: 120 ft., Truesight 30 ft., passive Perception 24

    Languages Common plus any two languages; telepathy 300 ft. (with other Beskuds)

    Challenge 13

    Traits

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

    Keen Senses. The Beskud has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

    Salt-Hardened Hide. The Beskud's hardened skin grants it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Critical hits against the Beskud become normal hits unless the weapon is silvered or magical.

    Night Predator. During nighttime or stormy weather, the Beskud has advantage on Dexterity (Stealth) checks and initiative rolls. Additionally, its movement speed increases by 10 feet under these conditions.

    Telepathic Bond. The Beskud can communicate telepathically with any other Beskud, regardless of distance, as long as they are on the same plane of existence.

    Sunlight Sensitivity. While in sunlight, the Beskud has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

    Actions

    Multiattack. The Beskud makes three attacks: two with its Claws or Greatsword and one with its Bite.

    Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

    Hit: 16 (2d8 + 7) slashing damage.

    Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

    Hit: 18 (2d10 + 7) slashing damage.

    Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Beskud, incapacitated, or restrained.

    Hit: 10 (1d6 + 7) piercing damage plus 28 (8d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Beskud regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Terrifying Glare. The Beskud targets one creature it can see within 60 feet of it. If the target can see the Beskud's eyes, the target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Reactions

    Parry. The Beskud adds +4 to its AC against one melee attack that would hit it. To do so, the Beskud must see the attacker and be wielding a melee weapon.

    Legendary Actions

    The Beskud 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. The Beskud regains spent legendary actions at the start of its turn.

    - Move. The Beskud moves up to its speed without provoking opportunity attacks.

    - Claw Attack. The Beskud makes one Claw attack.

    - Shadow Step (Costs 2 Actions). The Beskud teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness.

    Lore

    Night Predator. During nighttime or that amount. The reduction lasts stormy weather, the Beskud has until the target finishes a long rest.

    Beskuds are perhaps the least-known variety of vampires; few have encountered this name, but ancient legends preserve records of these creatures. A distinctive feature of these vampires is their "cat's eyes"—slit pupils that react sharply to light—along with gray skin and triangular teeth. According to stories, their population is very small—about six individuals. It's said that they communicate telepathically, regardless of the distance between them.

    Sources claim that the Beskuds originated in the northwestern part of the Carpathians, in a region called the Beskids, with the first mention of them dating back to the 1st century AD. According to chronicles, this region was home to one of the strongest tribes in Eastern Europe—the Beskids. They won all battles against neighboring tribes and killed all who attacked them. For the deceased or those killed in battle, they performed burial rituals in caves, where the bodies were covered with salt. Delving deeper into the tribe's history reveals a disturbing ritual they practiced: the strongest warriors voluntarily agreed to a death rite. What kind of witchcraft or magic was used remains unknown, but after the ritual, these bodies were also placed in the cave in a special spot and covered with salt. The Beskids believed that these warriors would rise to protect the tribe in case of a serious attack or if someone sought to enslave them.

    From The Witchwood Bestiary 5E, p. 30 · Fern Flower Press