Tentacular Attacks. When one of Bellum's tentacles is being used to restrain a creature, it cannot be used to make a paddle attack. Bellum can choose to release a creature from restraint on his or another creature's turn at any time as a free action.
Multiattack. Bellum makes four paddle or grab attacks.
Paddle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 4) bludgeoning damage and the target must make a DC 16 Strength check. On a failed save, the target is pushed back 10 ft.
Grab. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Target must make a DC 20 Dexterity saving throw and is restrained (escape DC 16) on a failed save.
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 his turn.
Grab. Bellum uses Grab.
Summon Phantom (Costs 2 Actions). Bellum summons a single Darknut (Heavy) or two Phantom Riders.
Possession (Costs 3 Actions). Bellum casts the spell "Dominate Person" as an 8th-level spell. A creature must make a DC 17 Wisdom saving throw to resist the spell's effect.
Description
Bellum is a demigod-like entity. His true nature is unknown, and the entity's sentience is questionable. He appears in the physical world as a massive squidlike monstrosity, resplendant with large eyes at the end of flowing tentacles. Bellum's body resembles the head of an octorok, but in the shape of a large bell. He has a gaping toothed mouth at the top of his head, beneath which is a single terrifying eye.
Ambiguous Origins. Bellum is a sinister and malevolent creature with a voracious appetite for the fundamental life force of all living beings. Bellum's true origins and age are unknown, but Sheikah sages hypothesize that he is as old as the world itself. These mystics believe that when the goddess Farore created the life in Hyrule, Bellum also came into existance, as a counterbalance to what would have been the unchecked expansion of her creations. As the eons dragged on, Bellum's hunger only grew. No longer content to simply wrest the life out of ordinary organisms, Bellum attempted to pursue Oshus, the Ocean King. He succeeded in capturing the whale-god and imprisoned him in the bottom of his own temple. Bellum kept him there for yeas, gradually and carefully sating his hunger by consuming Oshus' life force a little at a time.
Ghostly Harbinger. Though Oshus provided Bellum with nearly unlimited sustenance, he was unable to leave the temple for extended periods of time, lest his magical binding over Oshus weaken. As such, Bellum created a fabled "Ghost Ship" to scour the seas of the world in search of further souls for him to consume. Sailors have reported seeing the Ghost Ship and being nearly overcome with the urge to follow it, sometimes even hearing whispers on the ocean wind, promising them great treasure.
Life Force Channeling. Though Bellum derives sustenance from the life force he consumes, he can also channel and manipulate this energy to produce powerful phantoms that do his bidding. These phantoms are dangerous foes in their own right, often taking the form of armor-clad knights. These entities appear to be autonomous, but are in fact controlled entirely by Bellum and serve as his foot soldiers in the corporeal world, as Bellum often remains hidden.
Possession. In addition to Bellum's ability to consume a being's life force, he also has the power to dominate other creatures and bend them to his sinister ends. These creatures may be able to resist Bellum's possession if they are particularly strong-willed, but the average being will remain under Bellum's control unless severely wounded or freed by magical means.
Previous Versions
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