Special Weaponry. Bellum wields the blade of Bellum
Fear aura. any creature within 260ft of Bellum must make a DC 28 Wisdom save on a failed save the creature is frightened for the next 24 hours on a successful save that creature is immune to the Fear aura for the next 24 hours
Improved critical. Bellum hits a critical hit on a 19 and a 20
Legendary Resistance (3day).When Bellum fails a saving throw he can choose to succeed
Limited magic immunity. Bellum has immunity to spells of the sixth level or below unless he wishes to be affected
Mage slayer. A creature provokes a opportunity attack against bellum when they casta spell within his reach
Mobile. When Bellum makes a melee attack against a creature he does not provoke opportunity attacks for the rest of the turn. additionally he is not affected by difficult terrain. He has advantage on saving throws involving being knocked prone
Reactive. Bellum can take one reaction every turn in combat
Lava walker. If he chooses whenever bellum steps on lava as if water was poured on it a small platform in which he can step on as if walking on solid land he can also make them diseapaer at will.
Heat aura. Any creature that begins their turn within fifteen feet of Bellum will take 2d6 fire damage
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. Bellum makes six attacks in one turn
Unarmed attack : +19 to hit, reach 30 ft., 1 target. Hit: (2d20 + 10) [bludgeoning ] damage.
Blade of Bellum: Bellum makes an attack with the blade of Bellum
Fling: Bellum grabs a creature and throws them 200.ft in a direction of his choice they must succeed on a DC 23 Dexterity saving throw or take the amount of damage that they would take if they fell the distance they were thrown they are then knocked prone and their turn ends
Touch of flame:Bellum can press his entire hand to the ground and then can choose to heat up all earth within a twenty-foot diameter circle creatures within that circle must succeed on a DC 21 dex save or take 4d8 fire damage
Earthen stomp: Bellum stamps his foot to the ground causing a large earthquake in which characters must succeed on a DC 15 Dex save or they will be knocked prone.
Fire blast. RangedWeapon Attack: +19 to hit, range 60 ft., 4 target. Hit: 54 (4d20 + 15) [Fire] damage.Bellum blasts a 60ft cone of fire out of the palm of his hand any creatures caught in it must make a DC 23 dex save on a successful save they take half damage on a failed they take the full 54
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Bellum has five legendary actions per day
Move (Costs 1 Action). Bellum can move up to his movement speed on top of his additional speed
Attack (Costs 1 Action) Bellum makes one extra attack
Eruption (Costs 3 Actions) When Bellum touches the tip of his blade to the ground he can cause a column of lava to burst out of the ground (60ft in diameter) any character within the range of the circle must succeed on a DC 28 Dex save or take 22 fire damage on a failed save and half on a successful save on a failed save a creature will also be knocked prone
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bellum is a gigantic 150 ft foot tall monster of pure magma at all times he wears a full stone suit of armor at all times and wields a giant flaming blade. Bellum is the physical embodiment of hate pain fire and war. He is the guardian of the gateway to hell and resides deep within the darkest cavern of the underdark.
Lair and Lair Actions
Bellums "Lair" or his throne room is in the deepest darkest depths of the Underdark it is a cavern with two main chunks of land separated by a large moat of lava the first landmass which is the one that the characters first enter on it is level with the lava lake and for the most part is flat save for the dotting of a small puddle of lava and large fifteen-foot stalagmites. The other landmass is similar to the previously mentioned one except this one has a massive stone throne in the center where Bellum sits. Around the throne on the ceiling (Where only Bellum can reach) are massive boulders made out of hot magma stuck to the ceiling in which Bellum can grab and throw at the characters. Then there is a cliff about 200ft in the air that is in a ring around the entire cavern.
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the Bellum can’t use the same effect two rounds in a row:
- Bellum stamps his foot to the ground causing the moat of lava to rise onto the first landmass causing the players to have no choice but to scale the wall to avoid getting cooked alvie
- Grabs rock from one of the many on the ceiling and hurl it at pc they must succeed a DC 15 dex save to avoid being if they are struck they will take 21 bludgeoning damage and 2d6 fire damage if they succeed the save they will only take 2d4 fire damage from the heat that it gives off.
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:
- anywhere within 10 miles in every direction of the den it heats up dramatically killing all flora and fauna and making anyone in that area take 1d4 damage per hour
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of 6d10 days.
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