Large Celestial, Neutral Good
Armor Class 13
Hit Points 30 (3d10 + 3)
Speed 50 ft.
STR
15 (+2)
DEX
20 (+5)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Skills Stealth +10, Survival +6
Senses Darkvision 60 ft, Passive Perception 12
Languages Common (Understands, but can't speak)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Celestial Origin. As a Celestial being, Bellamy doesn't need to eat, drink, or breathe.

Telepathic Link. Bellamy can communicate telepathically with Lilo, so long as they're within 1 mile of each other.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) slashing damage.

Bonus Actions

Quick. Bellamy can do a Dodge or Dash action as a bonus action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Alabastergiant

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