Calescent Aura. At the start of Ember’s turn, Ember can force any number of creatures of his choice within 10 feet of himself to make a DC 22 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage and is frightened of Ember until the start of its next turn.
Legendary Resistance (5/Day). If Ember fails a saving throw, he can choose to succeed instead.
Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense. Be'elzus gains an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. They have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Slasher. Be'elzus has learned where to cut to have the greatest results, granting them the following benefits:
- Once per turn when they hit a creature with an attack that deals slashing damage, they can reduce the speed of the target by 10 feet until the start of their next turn.
- When they score a critical hit that deals slashing damage to a creature, they grievously wound it. Until the start of their next turn, the target has disadvantage on all attack rolls.
Multiattack. Be'elzus can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws..
Frightful Presence. Each creature of Be'elzus’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (2d10 + 15) piercing damage plus 13 (2d6 + 6) fire damage. Once on each of Be'elzus's turns when they damage a creature with this bite, they regain a number of hit points equal to their proficiency bonus, provided they have less than half their hit points when they hit.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 15) bludgeoning damage.
Incindiary Breath (Recharge 5–6). Be'elzus exhales roiling flames and ash in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 91 (26d6) fire damage and is pushed up to 30 feet away from Ember and knocked prone. On a successful save, a creature takes half as much damage with no other effects. If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash.
Alter Shape. Ember magically transforms into a vulture or a mage and retains his alignment, damage immunities, hit points, and Hit Dice, as well as his Intelligence, Wisdom, and Charisma scores. This transformation ends if Ember is reduced to 0 hit points or if he uses another bonus action to end it.
Rage. In battle, you fight with primal ferocity. On their turn, Be'elzus can enter a rage as a bonus action. While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
Deflect. If a creature within 10 feet of Be'elzus hits them with an attack roll, they can use their reaction to swipe their tail and roll a d8, applying a bonus to their AC equal to the number rolled, potentially causing the attack to miss them.
Be'elzus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ember regains spent legendary actions at the start of his turn.
Pursuit. Be'elzus moves up to 40 feet in a straight line toward one creature he can see. This movement ignores opportunity attacks.
Slam. Be'elzus uses a tail attack.
Searing Bite (Costs 2 Actions). Be'elzus makes one Bite attack. If the attack hits, it deals an additional 7 (2d6) fire damage.
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