0/0

    Beskud Ancient

    Medium undead, lawful evil

    Armor Class 21 (Natural Armor)

    Hit Points 340 (40d8 + 160)

    Speed 60 ft.

    STR 28 (+9) · DEX 22 (+6) · CON 26 (+8) · INT 18 (+4) · WIS 20 (+5) · CHA 20 (+5)

    Saving Throws Str +16, Dex +13, Con +15, Wis +12

    Skills Athletics +16, Perception +19, Stealth +13, Survival +12

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

    Damage Immunities Poison, Psychic

    Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Paralyzed

    Senses Darkvision: 120 ft., Truesight 60 ft., passive Perception 29

    Languages All languages it knew in life; telepathy 1 mile (with other Beskuds)

    Challenge 17

    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.

    Magic Weapons. The Beskud's weapon attacks are magical.

    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.

    Night Predator. During nighttime or stormy weather, the Beskud has advantage on Dexterity (Stealth) checks and initiative rolls. Additionally, its movement speed increases by 20 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.

    ### Regeneration

    The Beskud regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Beskud takes radiant damage or damage from a silvered weapon, this trait doesn't function at the start of the Beskud's next turn.

    Actions

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

    Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.

    Hit: 19 (2d10 + 9) slashing damage.

    Greatsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.

    Hit: 22 (3d8 + 9) slashing damage.

    Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Beskud, incapacitated, or restrained.

    Hit: 11 (1d6 + 9) piercing damage plus 35 (10d6) 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 90 feet of it. If the target can see the Beskud's eyes, the target must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. The frightened target is paralyzed. The 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 +5 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.

    Vengeful Strike. When a creature within 60 feet damages the Beskud, it can make a Greatsword or Claw attack against that creature.

    Legendary Actions

    The Beskud 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 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 Walk (Costs 2 Actions). The Beskud magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    ### Description

    The Beskud Elder and Beskud Ancient are the evolved forms of the Beskud, having honed their dark powers over centuries. Their physical forms are more imposing, and their innate abilities are significantly enhanced. Their cat-like slit pupils are even more pronounced, and their gray skin has become tougher and more resilient, hardened further by the salt of their ancient burial rites.

    Their telepathic bonds are stronger, allowing for coordination over vast distances. They are intelligent, strategic, and possess a cold, calculating demeanor. The Beskud Ancients, in particular, are feared as near-mythical beings whose existence is often dismissed as legend.

    Lore

    A lesser-known type of vampire, voluntarily cursed and distinguished by cat-like eyes.

    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. 31 · Fern Flower Press