Bruingeel

Large fiend (demon), chaotic evil

Armor Class 20 (natural armor)

20 (natural armor) Hit Points 300 (25d10 + 170)

300 (25d10 + 170) Speed 40ft.

STR DEX CON INT WIS CHA 30 (+10) 18 (+4) 28 (+9) 8 (-1) 14 (+3) 22 (+6)

Saving Throws STR +12, Con +14

STR +12, Con +14 Skills Athletics + 12, Intimidation +10

Athletics + 12, Intimidation +10 Damage Resistances cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison

fire, poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception TBD

darkvision 120ft., passive Perception TBD Languages Abyssal

Abyssal Challenge 22 (30,000 XP)

Charge. If the bruingeel moves at least 15 feet straight toward a target and then hits it with a smash attack on the same turn, the target takes an extra 43 (8d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving thow or be pushed up to 20 feet away and knocked prone.

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

Natural Intimidation. The bruingeel has a very intimidating natural presense. Each creature within 100 feet of the bruingeel that can see it must succeed on a DC 20 Charisma saving throw or become frightened and frozen in fear, unable to move or take any actions until their next turn. If a creature's saving throw is successful, the creature is immune to the bruingeel's Natural Intimidation for the next 24 hours.

Fire Absorption. When the bruingeel is hit with fire damage, the bruingeel absorbs the attack into its body, which it can later expell with doubled power using its fire blast action.

Actions

Multiattack. The bruingeel makes four attacks, all with its fists or it makes three attacks, two with its fists, and one smash.

Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 8) bludgeoning damage.

Smash. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 24 (4d8 + 10) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone by the attack.

Fire Blast Ranged Spell Attack: +18 to hit, range 150 ft., one target. Hit: fire damage equal to twice the fire damage absorbed through its fire absorption ability.

Roar (Recharge 3-4) The bruingeel lets out a mightly roar that terrifies those around it. Creatures within 150 feet of the bruingeel must succeed on a Charisma saving throw against the bruingeel's intimidation roll (1d20 + 16) or be stricken with fear and unable to move or take any actions until the end of the bruingeel's next turn.

Leap (Recharge 2-3) The bruingeel takes a mighty leap with all its might up to 60 feet in any direction, including straight up. This takes the place of the bruingeel's movement for the turn, but it doesn't allow the bruingeel's charge ability to be activated.

Credits