The Devil's Right Handed Growl Bonus Action. Upon activation Bedthor lets out a strong roaring growl which stumbles across the eardrums of all characters within a 100 foot radius. That character is now deafened until the turn of the next players turn is over. (This bonus action can only be used 3 times in battle)
Line of Fire Action. A line of fire comes straight out of Bedthor's scythe. magic attack action, reach 50 feet., one target. (2d8 + 10 fire damage), once the line of fire reaches 20 feet and beyond. The character/s at that reach make a DC 18 dexterity saving throw. If they fail they take the damage said above.
Tumbling Flames Action. A stream of deadly fire comes out of Bedthor's scythe from his stomach slowly hitting the ground below him. Anyone within a 10 feet distance of Bedthor takes (2d10 + 10 fire damage)
Stomp Action. Anyone who is 15 feet near Bedthor takes 1d6 force damage. However, if the character succeeds on a DC 15 dexterity saving throw he is able to dodge it but still stands where he was when stomp activated.
Scythe Melee Attack. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 13) [piercing] damage.
Grapple Action. The targeted character much succeed on either a 13 strength or dexterity saving throw. If the targeted character fails the DC that person now is grappled by Bedthor's left hand. If the character is still in Bedthor's hand by Bedthor's 3rd turn since grappling that character, that character takes 2d6 + 6 force damage.
The Swarm of Alliances Reaction. On use a swarm of 3 Balors come out of the fiery grounds. (This action can only be used when Bedthor's health reaches 580 health and 262 health and Bedthor can only take 1 action with no reactions or bonus actions while at least 1 Balor is alive)
Skin of Slime Reaction. Once someone is in anyway shape or form on Bedthor his entire skin extracts this very small amount of red slimly goop causing the player to fall off if they don't succeed on a dc 12 dexterity saving throw.
Legendary actions are actions to where if you chose to use a legendary action during your turn that is the only action you can use during that turn including bonus and any other action.
Bedthor can use this legendary action 2 times in battle.
The Pit of Fire (Costs 1 Legendary Action). Bedthor channels a string of continuous fire that gets released from his demonic scythe. He is able to cast a pit of fire around himself or demonic allies. The pit of fire can shoot up to 150 feet and has a radius of 40 feet. Anyone who gets caught inside of these flames from hell must take (1d12 + 12 fire damage) every time it is there turn and they are inside the pit of fire. (If the character is less then fully inside the pit of fire they then take 1d6 + 2 fire damage)
Bedthor can only use this legendary action once in battle.
Voices From Hell (Costs 1 Legendary Action). The voices of the damned have found a way to infiltrate your thoughts with the help of Bedthor. Bedthor channels his demonic powers making his speed hit 0, his eyes glow bright red, and he cannot react or attack and he is flying in the air 30 feet above ground. Until he has finished this move. He is able to choose up to 4 different characters having them all roll for a DC of 18. If the character/s fail they are frightened until this action is over. (Lasts up to 3 turns)
Bedthor can use this legendary action 1 time in battle.
Demonic Elevation (Costs 1 Bonus Action). His wounds and scars manipulate him to gain the upper hand in battle. Once Bedthor reaches half health (262) he gains the ability to fly 30 feet up in the air and his speed changes from 30 feet to 50 feet. (He stops this bonus action when he reaches 120 health) (You can also use other actions as soon as his turn ends when he activated this bonus action)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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