Magic Resistance. Beltharion has advantage on saving throws against spells and other magical effects.
Magic Weapons. Beltharion's weapon attacks are magical.
Reactive. Beltharion can take one reaction on every turn in a combat.
Spellcasting. Beltharion can cast all the spells Pedro could, he uses Pedro's spell save dc and modifires while casting any spells.
Cursed by luck. Beltharion rerolls all nat 1s and all nat 20( he must use the next roll)
Multiattack. Beltharion makes 3 attacks: 2 with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, Beltharion can automatically hit the target with its tail, and Beltharion can't make tail attacks against other targets.
Teleport. The Beltharion magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cursed by luck. Anytime he is hit by a crit or fails a saving throw for a damage spell he can role a d100 and on an even number he succeeds and on an odd number he takes double damage rolled. he can do this 3 times a day(recharges at dawn)
Beltharion 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. The dragon regains spent legendary actions at the start of its turn.
Teleport. Beltharion magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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