Large Celestial (Paladin), Lawful Neutral
Armor Class 18 Plate Armor
Hit Points 380 (20d12 + 50)
Speed 40 ft.
STR
29 (+9)
DEX
17 (+3)
CON
30 (+10)
INT
9 (-1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws STR +16, DEX +10, CON +17, CHA +8
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Damage Resistances Cold, Fire, Lightning, Necrotic, Thunder
Damage Immunities Acid, Poison, Radiant, Slashing
Senses Darkvision 35 -ft, Passive Perception 19
Languages All languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Belos is a 20-level Paladin.

      Misty Step

Casting Time: 1 bonus action
Range/Area: Self
Duration: Instantaneous
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
      Call Lightning
Casting Time: 1 action
Range/Area: 120ft./60ft.
Duration: Concentration, up to 10 minutes
Attack/Save: DEX 14
Description: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

Dispel Magic

Casting Time: 1 action
Range/Area: 120ft.
Duration: Instantaneous
Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
 

Tidal Wave

Casting Time: 1 action
Range/Area: 120ft.
Duration: Instantaneous
Attack/Save: DEX 14
 

Description: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Control Water

Casting Time: 1 action
Range/Area: 300ft.
Duration: Concentration, up to 10 minutes
Attack/Save: STR 14
 

Description: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Maelstrom

Casting Time: 1 action
Range/Area: 120ft./30ft.
Duration: Concentration, up to 1 minute
Attack/Save: STR 14
 

Description: A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

 Belos's Greed:

CASTING TIME: 1 Action

RANGE/AREA: 19ft

DURATION: Until Dispelled

SCHOOL: Transmutation

ATTACK/SAVE: INT Save

DAMAGE/EFFECT: Restrained

Description: The Castor must specify a target ex.("May the earth turn to dust" the ground in the specified location will then turn to sand as the water is pulled from it and towards the castor) for the spell to be activated after this requirement is met the spell can be cast instantly. If cast upon a living creature the spell will deal 4d8+16 per consecutive turn that the spell is active. The water in the targets body will then begin to exit though the targets eyes mouth and nose and float towards the caster. The spell is only stopped when dispelled by the castor or if the castor is interrupted(a critical hit or if the castor loses 1/4 or more of there health in one strike) or killed while casting. If the spell is dispelled/Interrupted before the target dies they will need to take 1 turns to recover before they can join combat again.

Actions

Multi Attack: Belos can attack 3 times in one turn.

Action Melee Attack: sword strike: reach 9ft., 1 target. (2d6 + 1) [slashing damage].

Shield Torrent: Belos stabs his sword into the ground and slams the ground with his shield using both hands upon contact a torrent of infected water rushes out from the location of the slam causing all enemies around it to be pushed back 17ft and dealing 3d8+9 [Bludgeoning damage] and applying Blight of Belo

Blight of Belos: After all physical attacks that make contact with the target must roll Con saving throw of 12 or higher to avoid infection from rusted b\blade/Shield that dose 1d4+2 damage is applied 1 turn after infection and lasts until cured.

Reactions

Reaction Name. Belos can only take slash damage in places where his armor has be broken. 

Belos's armor can be broken by blunt strikes ( bludgeon damage).

When Belos's armor is broken he is stunned.

Belos is also blinded for a few moments when his helmet is knocked off.

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.

Description

Belos Bringer of Rain is a 10ft tall Water Genasi wearing rusty heavy plate armor and wielding a 6ft long blunt and rusted great sword in one hand and a rusted thick metal tower shield in the other.

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.

Monster Tags: Angel

Habitat: CoastalUnderwater

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