Iron Skin. Belger can change his skin to iron like substance that protects him from any slashing and/or piercing damage. This effect will last for 2 turns.
Scorched Bones. Belegr conjures a magical barrier made from bones and fire around him. This barrier will protect him from any physical and magical attacks. The barrier can take 5d6 damage before breaking.
Seeking Sun Missiles. Belegr releases 1d8 missiles from his hand that seeks any creature hostel towards him. The targets are chosen by the missiles and Belegr has no other over them. Every missile is dealing 2d8 + 5 radiant damage.
Sun Orb Of Devastation. Belegr conjures great orb of compressed gas above his head. The orb takes 3 turns to ignite, during this time Belegr cannot move but can use melee attacks. After 3 turns the orb will ignite and deal damage based on the distance of the creature. The orb can last as long as Belegr doesn't move from his original casting position.
- On 2ft-140ft radius deal 5d6 radiant damage
- On 140ft-280ft radius 3d6 radiant damage
- On 280ft-420ft radius 2d6 radiant damage
Belegr only uses this ability in dire situation since it also damages his allies.
Multiattack. Belegr makes two weapon attacks and a Hooves attack.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 +5) radiant damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.
Belegr the Sunborn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Belegr the Sunborn regains spent legendary actions at the start of its turn.
Weapon Attack. Belegr The Sunborn makes a weapon attack.
Under the Protection. Belegr the Sunborn can cast Scorched Bones or Iron Skin on any ally he can see within 30 feet of him.
Frighten Foe (Costs 2 Actions). Belegr the Sunborn targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Belegr next turn.
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