b'Demon, Berstuc \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  157 (15d10 + 75)  Speed  40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX:  10 (+0)  CON:  20 (+5)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +10,  Wis  +6,  Cha  +8  Skills   Deception  +8,  Nature  +9,  Stealth  +4,  Survival  +6  Damage Resistances  acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  lightning, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  12  Languages  Abyssal, Common, Sylvan, telepathy 120 ft.  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Presence . The berstuc detects as a Fey when sensed by spells and features, such as the  detect evil and good  spell or a  paladin\xe2\x80\x99s  Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc\xe2\x80\x99s presence soothing and don\xe2\x80\x99t  attack  the berstuc unless ordered to or provoked. \n'b'  Forest Camouflage . The berstuc has advantage on  Dexterity  ( Stealth ) checks made to  hide  in forest terrain. \n'b'  Magic Resistance . The berstuc has advantage on saving throws against spells and other magical effects. \n'b'  Twisted Path . While in a nonmagical forest, the berstuc leaves no trail and can\xe2\x80\x99t be tracked, except by magical means. Creatures of the berstuc\xe2\x80\x99s choice within 30 feet of it that travel with it can\xe2\x80\x99t retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours. \n'b'  Verdant Nature . The berstuc doesn\xe2\x80\x99t require food or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it. \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 19 (3d8 + 6) bludgeoning damage, and the target is  grappled  (escape DC 17) if it is a Large or smaller creature and the berstuc doesn\xe2\x80\x99t have two other creatures  grappled . \n'b'  Enclose . The berstuc encloses a Medium or smaller creature  grappled  by it in a mossy growth on the berstuc\xe2\x80\x99s body, and the grapple ends. While enclosed in the berstuc\xe2\x80\x99s growth, the target is  blinded  and  restrained , it has total  cover  from attacks and other effects outside the berstuc, and it takes 21 (6d6) poison damage at the start of each of the berstuc\xe2\x80\x99s turns. The berstuc can have only one creature enclosed at a time. If the berstuc takes 30 damage or more on a single turn from a creature inside its growth, the berstuc must succeed on a DC 15  Constitution  saving throw at the end of that turn or expel the enclosed creature as the growth bursts. The expelled creature falls  prone  in a space within 5 feet of the berstuc. If the berstuc dies, an enclosed creature is no longer  restrained  by it and can escape from the growth by using 5 feet of movement, exiting  prone . \n'b'\n'b' ABOUT \n'b' Although slightly stooped, this male figure is muscular and broad-shouldered. The creature\xe2\x80\x99s head is lost in a riot of moss, while a thick mustache and beard reach almost to its waist. \n'b' The hulking, moss-haired berstuc looks sculpted out of a primordial forest\xe2\x80\x94it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane. \n'b'  Poisoned Fruit . Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes.'