Shapechanger. Bellz as a part of any action polymorphs, into any creature, form or back into his true form. His statistics are the same in each form, except for the speed and size. Any equipment he is wearing or carrying is also transformed. he reverts to his true form if he dies.
Devil's Sight. Magical darkness doesn't impede Bellz's darkvision.
Werid Form. Bellz can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing and does not provoke opportunity attacks.
Magic Resistance. Bellz has advantage on saving throws against spells and other magical effects.
HAHAHAHAHA (1/day). when reduced to zero hit points Bellz drops to one instead. He can move and takes 3 actions immediately or casts fireball (DC 14) centered on himself and takes one action.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. Bellz magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.
Displacement. Bellz swap places with a creature within 120ft that he can see. An unwilling creature may make a DC 14 wisdom saving throw to prevent the swap. Any creature the he is grappling travels with him and gets no save.
Friendly Fire. When taking damage or a harmful effect, Bellz uses his displacement ability. If successful the creature he swapped with takes the damage and effects instead.
SILENCE. When using HAHAHAHAHA heal to full health and regain all uses of magic. For the duration of combat no noise can be made unless Bellz wishes it. The DC of Bellz abilities increases by 3.
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