Large Celestial, Chaotic Good
Armor Class 19 (Divine Protection)
Hit Points 153 (15d4 + 2)
Speed 65 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
Senses Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Rider's Bond. When Medusa is riding this creature, all of its ability scores are considered 2 points (1 modifier level) higher and it gets +3 to its armor class. 

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

Rider's Shield. If Rider is riding, it's Armor can be used instead of her own for its duration. 

Actions

Hooves. Bellerophon stomps the target with its Hooves. +6 to hit, 5ft of range, (2d6+4) Bludgeoning damage. 

Legendary Actions

Bellerophon can take one legendary action from the options below. Only one legendary option can be used at a time at the end of another creatures turn. Bellerophon regains this legendary action at the start of its own turn. 

Hooves. Bellerophon stomps the target with its Hooves. +6 to hit, 5ft of range, (2d6+4) Bludgeoning damage. 

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.

TheBylian

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