Huge Aberration, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 297 (22d12 + 154)
Speed 60 ft.
STR
26 (+8)
DEX
20 (+5)
CON
25 (+7)
INT
8 (-1)
WIS
19 (+4)
CHA
13 (+1)
Saving Throws STR +14, CON +13
Skills Intimidation +14, Perception +10
Damage Resistances All
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 20
Languages Bellum cannot speak, but it understands Primordial, Abyssal, and Blin.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Flailing Tendrils. Bellum has five tendrils. If a tendril is hit by an attack that specifically targets it, Bellum takes no damage, but the tendril is stunned. At the beginning of each of Bellum's turns, 1d4 tendril(s) recover(s) from being stunned.

Legendary Resistance (3/Day). If Bellum fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Bellum makes a number of Tendril Strikes equal to the number of tendrils that are not stunned, or two Bite Attacks.

Tendril Strike. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage . 

Bite Attack. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage. 

 

Legendary Actions

Bellum can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bellum regains spent legendary actions at the start of its turn.

Wriggle Away. Bellum moves up to 120 ft. This movement does not provoke opportunity attacks.

Horrifying Vision. All creatures within a 60 ft cone originating from Bellum's central eye must make a DC 18 CHA saving throw. On a failed save, a creature takes 19 (6d6 + 4) psychic damage and becomes frightened of Bellum. On a successful save, creatures take half as much damage and do not become frightened.
Creatures frightened by Bellum in this way may make a DC 18 CHA saving throw at the end of each of their turns to end the effect; if they are greater than 60 ft away from Bellum, they roll at advantage.. 

Life Force Drain (Costs 2 Actions). Melee Spell Attack: +10 to hit, reach 20 ft., 1 target. Hit: 32 (8d6 + 4) damage. Bellum recovers hit points equal to half the amount of damage dealt. The target's maximum hit points are reduced by the amount of damage dealt. If this attack reduces the target's hit point maximum to 0, the target is petrified. This reduction to the target's hit point maximum lasts until the target completes a long rest.

Description

Bellum is a huge squid-like creature with five purple tendrils. Its main body is covered by golden shell-like armor. A large eye with rings of teal, orange and yellow is visible from a toothy mouth-like gape in the armor. Each tendril has a smaller eye at its end.

Originally created by water and earth elementals, Bellum was expelled to the elemental planes after the Golden War. 

Bellum hungers for life force, which it consumes and turns into Malice. This hunger drives it to break back into the Material Plane.

Lair and Lair Actions

Bellum quickly exerts control over any terrain it finds itself in, drawing strength from earth and water, and corrupting life force into Malice.

Lair Actions

On initiative count 20 (losing initiative ties), Bellum takes a lair action to cause one of the following effects; Bellum can’t use the same effect two rounds in a row:

  • The ground shakes. The ground in the area becomes difficult terrain until another Lair Action is taken. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. Additionally, each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
  • 2d4 Malice ChuChu spawn in unoccupied spaces 10 to 15 feet of randomly chosen creatures that are hostile towards Bellum.
  • Malice ChuChus within 20 ft of Bellum glom onto its shell. Each ChuChu attached to Bellum in such a way adds +1 to Bellum's AC.

 

Habitat: UnderdarkUnderwater

Ktberio

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