Fiendish Beguilement (1/Day). Belle targets one creature she can see within 60 feet of her. The target must succeed on a DC 22 Charisma saving throw or be possessed by a fiendish spirit. While possessed, the target must obey belle’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fiendish spirit and ending the effect on itself on a success.
Luring Presence. While within 10 feet of belle, creatures have disadvantage on saving throws against belle’s Enchanting Sing-a-long.
Multiattack. Belle rose makes two Longsword or Musket attacks. She can replace one attack with a use of Spellcasting.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Musket. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Enchanting Sing-a-long. Belle sings a magical melody. Every humanoid within 100 feet of her that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. Belle must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Belle is incapacitated.
While charmed by belle, a target is incapacitated. If the charmed target is more than 5 feet away from belle the target must move on its turn toward belle by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than belle, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to Belle's song for the next 24 hours.
Visage of Desire (1/Day). Belle projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 16 Wisdom saving throw or drop whatever it is holding and become paralysed until the end of its next turn.
Spellcasting. Belle casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: dissonant whispers
2/day each: cure wounds (as a 5th-level spell), Legend Lore
1/day each: Animate Objects
Shadow Step (Recharge 4 – 6). Belle teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see.
Belle 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. Bella Rose regains spent legendary actions at the start of her turn.
Move. Bella moves up to its speed without provoking opportunity attacks.
Rallying Cry (3 Actions) Belle calls Chip *Squirt the Oilcan* into battle.
Weapon of Choice (2 Actions). Belle makes one Longsword attack or one Musket attack.
Description
After falling inexplicably in love with Eric the Beastly, her monstrous noble creature, she would follow him anywhere. When Eric left their estate for the Great Seas, Belle joined without question. She is not just another pretty face either. She learned how to fight against the monster hunters that came for her husband many times, and she is handy deck-side. Even the most hardened or grizzled pirate cant help but melt at Belle's charming smile and noble bearing. Even though her hear belongs to a monster, she knows how to get others to want to please her each and every time.