Potion immunity. The Belcher is immune to all potion effects.
Poison immunity. The belcher is immune to all poisons.
Restrain immunity. The Belcher is immune to non-magical means of restraint.
Potion addict. If there are loose potions within the Belcher's available movement, it must make a DC13 wisdom saving throw to not spend its turn running to and drinking the potion.
Spew Brew Roll Table:
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1 |
Healing: 1d4+2. |
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2 |
Fire: 2d6 Fire damage. |
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3 |
Disadvantage: Target gains disadvantage on their next attack roll, ability check, or saving throw. |
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4 |
Poison: Target takes 2d6 poison damage, and must succeed on a DC 11 Constitution saving throw or be poisoned. At the start of each of their turns while they are poisoned in this way, they take 1d6 poison damage. At the end of each of their turns, they can repeat the saving throw. |
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5 |
Diminution: Target is under the reduce effect of the Enlarge/Reduce spell for 1 hour. If the target succeeds on its saving throw it takes no effect. |
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6 |
the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
Action Name. Enter the description for your action.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Throw Flask. If the belcher has used its turn swallowing a potion, it throws the empty flask at a target. Ranged Attack: +3 to hit, reach 20 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Spew Brew. The Belcher spews a random potion in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking the full effect of the potion on a failed save, or half the effect on a successful one, unless stated otherwise. Roll a d6 and refer to the Spew Brew Table to determine the effect.
Weird constitution (Recharge 4). The Belcher can use a bonus action to end one condition affecting it, so long as it is not paralyzed, or otherwise restrained.
Swallow Spells (Recharge 4). The Belcher can swallow a projectile spell, nullifying its damage, but not any effect it might induce.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A tiny, erratic ball of fur that thrives on chaos and makes stealing potions its life goal. The creature often opts to immediately swallowing its spoils, regardless of its effect, to throw up a cone of the potion's effect later. The Belcher is immune to all potion effects. There have been instances of Belchers being tamed, although it is rare.
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.
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