Special Trait Name. Belphegor controls all forms of cold magic and is completely immune to cold based damage.
Spellcasting. Belphegor is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She requires no somatic or material components to cast its spells. Belphegor has the following wizard spells prepared:
Cantrip (at will): frostbite
1st level (3 slots): command
2nd level (2 slots): web, blur
3rd level (1 slot): wind wall
Multi-attack: Belphegor may make 3 attacks each turn. One with her innate ability, one with her Pistol, and one spell.
Demotivate. Belphegor may use her aura to reduce interest in combat for a single player in the party each turn. If successful, that players next attack is halved. (Constitution save 12+)
Pistol. Ranged Weapon Attack: +8 to hit, reach 30/60 ft., one target. Hit: 18 (3d20) piercing damage.
Ice Knife. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d12) piercing damage.
Enter the description for how bonus actions work for your monster here.
Anesthetic. Belphegor may render an melee attacker unconscious once per battle at will. The attacker remains in this state until attacked or an ally expends an action turn to awaken them. (Constitution save 16+)
infectious yawn (At will). If a player yawns, stretches, or shows other signs of fatigue at all during this battle, their character falls asleep on the battlefield. The character remains in this state until attacked or an ally expends an action turn to awaken them. Can be used only once on each player.
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
Outwardly, Belphegor appears as a meek young woman wearing over-sized yet warm/comfortable clothing. Apart from this appearance, she has no other remarkable features to distinguish her from a normal human.
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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