Legendary Resistance (3/day). If the Bebedor fails a saving throw, it can choose to succeed instead.
Aura of Kezef's Spawn. Any creature hostile to the Bebedor that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw, unless the Bebedor is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Bebedor's Fear Aura for the next 24 hours.
Magic Resistance. The Bebedor has advantage on saving throws against spells and other magical effects.
Confined Airspace. If within its Lair, the Bebedor automatically lands at the end of its turn if it used its flight.
Sixth Senses of the Elder Evils. The Bebedor can instantly detect when it has been targeted by divination magic, magical scrying sensors, and abilities that sense evil and it retaliates with a telepathic psionic screech. The creature attempting said actions must make a DC 18 Wisdom saving throw, taking 8 (3d4) psychic damage on a failed save, and half as much on a success.
Multiattack. The Bebedor makes three attacks: one with its bite, one with its claw, and one with its wings or its soul devour.
Life Draining Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or take one level of exhaustion. The target can repeat the saving throw at the end of each of its turns, removing one level of exhaustion on itself on a success. The Bebedor heals for half of the damage dealt by this attack.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Winged Barrage. The Bebedor beats its wings with incredible force. Each creature in a 20-foot cube originating from it must make a DC 20 Dexterity saving throw. On a failure, a target takes 28 (6d6 + 8) bludgeoning damage and is pushed 15 feet away from the Bebedor. On a success, the target takes half the bludgeoning damage and isn't pushed. The Bebedor can then fly up to half his flying speed. Hit: 28 (6d6 + 8) bludgeoning damage.
Kezef's Soul Devour. The Bebedor targets one creature within its reach. If the target isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give the Bebedor an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a Husk Zombie under the Bebedor's control. A creature killed by this attack cannot be restored to life by any means.
Swift Flight. Once per round, the Bebedor can use its reaction to fly half its movement speed without provoking an opportunity attack.
The Bebedor can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Bebedor regains spent legendary actions at the start of its turn.
Blinding Dust. Blinding dust and sand is swept up around the Bebedor by its wings. Each target within 5 feet of the creature must succeed on a DC 15 Constitution saving throw or be blinded until the end of the target’s next turn.
Claw. The Bebedor makes one claw attack.
Bite. (Cost 2 Actions) The Bebedor makes one bite attack.
Regeneration. (Cost 3 Actions) The Bebedor magically regains 11 (2d8 + 2) hit points.
Psionic Screech. (Cost 3 Actions) The Bebedor magically releases a psychic screech in a 60-foot cone. Each target in the area must succeed on a DC 15 Intelligence saving throw, taking 8 (3d4) psychic damage and receiving one level of exhaustion on a failed save, and half damage on a success.
Description
The Bebedor. An ancient and grotesque evil. It has an innate direbat-like appearance. Four wings adorn its fur-covered back and serrated teeth line its maw and mandibles. It was created by Kezef, The Elder Eternal Evil when he escaped from his second prison. Kezef, seeking revenge on Mask for betraying him, created the Bebedor from his blood to feast on the souls of mortals and gods in his stead while he chased Mask across the Planescape. And so, the Bebedor feasts, and feasts, and feasts. Endless and eternal.
Lair and Lair Actions
Atop an ancient earthmote rests the ancient ruins of a crumbling castle. A perfect resting place for the soul-devouring Bebedor.
Lair Actions. On initiative count 20 (losing initiative ties), the creature takes a lair action to cause one of the following effects; the creature can’t use the same effect two rounds in a row.
Crumbling Castle. Part of the ceiling collapses above one target that the creature can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A target can take an action to make a DC 10 Strength check, ending the buried state on a success.
Unstable Earthmote. A tremor shakes the lair in a 60-foot radius around the creature. Each target other than the creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Freezing Winds. A blisteringly cold wind blows through the lair near the creature. Each target within 120 feet of the creature must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Previous Versions
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2/29/2024 4:04:43 PM
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14
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5e
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Coming Soon
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9/19/2024 1:51:41 PM
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14
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1
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Coming Soon
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