Huge unknown, Chaotic Neutral
Armor Class 23 Natural
Hit Points 726 (30d20 + 55)
Speed 60 ft., Fly 60 ft., Swim 50 ft., Climb 40 ft., Burrow 30 ft.
STR
30 (+10)
DEX
23 (+6)
CON
28 (+9)
INT
15 (+2)
WIS
11 (+0)
CHA
11 (+0)
Skills Intimidation +15, Perception +5, Stealth +8
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision, Tremorsense, Unknown This unknown sense allows the Beltza to detect body heat within a 60ft radius of itself , Passive Perception 18
Languages Abyssal, Deep Speech, Draconic, Infernal, Telepathy 360ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The Beltza can breathe both air and water.

Skin like stone. if a non-magic weapon hits the Beltza it has a 40% chance to be destroyed a damaged non magic weapon has a 80% chance roll percentile dice.

Legendary resistance (4/day). if the Beltza fails a saving throw, it can choose to succeed instead. 

Actions

Multiattack. The Beltza makes 5 attacks one with its bite, one with it's tails and three with its claws. 

Acidic bite. Melee Attack: +13 to hit, reach 5 ft., 1 target. Hit: 23 (2d12 + 6) [piercing] damage. + (1d8) [acid] damage.

Claw. Melee Attack: +13 to hit, reach 10 ft., 1 target. Hit: 19 (4d6 + 8) [slashing] damage. 

Double tail thrash. Melee Weapon Attack: +13 to hit, reach 15 ft., 2 targets. Hit: 18 (2d6) [bludgeoning] damage plus (2d6) [slashing damage]. 

Necrotic flames (recharge 5-6) The Beltza exhales necrotic flames in an 80ft cone. each creature in that area must make a DC 23 dexterity saving throw taking (14d10+6) damage of the Beltza's choosing: [necrotic] or [fire]. on a successful save, the creature takes half as much damage.

Legendary Actions

Wing attack (Costs 2 Actions) The Beltza beats its wings. Each creature within 20ft of the Beltza must succeed on a dc 22 Dex saving throw or take 20 (3d12+10) [Bludgeoning] damage and be sent back 60 ft. The Beltza can then fly up to half of its flying speed for 1d8 turns.

Leaping crush. (Costs 2 actions) Melee attack +13 to hit. The Beltza leaps at a target within 40 feet of it and jumps on top of them. The creature must make a dc 22 Dex saving throw or take (5d12 +12) [bludgeoning] damage. The Beltza then can only move at half its walking, climbing and burrowing speed for 1d8 turns.

Mythic Actions

Hell screech (Costs 3 actions) The Beltza lets lose an ear-splitting scream all non-demonic creatures must make a dc 26 wisdom saving throw or take 4d8 necrotic damage or half as much on a successful save. All creatures who failed must retake the save or begin to hallucinate seeing their worst nightmare or biggest failure giving them disadvantage. For each fail the creature takes (2d10 +2) psychic damage and after 3 fails is knocked prone and falls into a sleep repeating their worst nightmare for 1d4 days.

Description

This creature is 50 feet long from head to tail and still growing. With four arms each finger tipped with a claw longer and sharper than a short sword. It has a tail that is over half of its body length and splits into two long whiplike ends. Its head is shaped like a mix between a dragon and crocodile its fangs are razor sharp and acidic. When needed it also has wings and gills grow on its body meaning its appearance can change slightly each time it is seen. It has thick blood red scales that are as thick as stone and harder than most steal. Its head has sharp Antlers that show status among other demons. It is already one of the most dangerous creatures among these lands and the nature of its creation is shrouded in mystery. Some saying it is a creation of Asmodeus or perhaps a Demon lord or even a child of IO as it seems to have traits from Devils Demons and Dragons with it collecting and creating hordes and it also seeming to be intelligent enough to create new creatures to serve itself such as the three lesser Beltzas who are always near it or guarding one of its lairs. But no matter who or what brought it into this realm it very clearly serves no being except itself. It will kill most things it is threatened by or invade its territory but if approached in a non-threatening way it might not attack immediately. It is constantly accompanied by lesser demon's devils and at times young dragons that are devoted to protecting the Beltza and obviously the lesser Beltzas. It is extremely protective of young dragons and the lesser Beltzas under its command viewing them as family and will lash out at anyone who dares to harm or threaten them. It is essentially immortal and once killed it reforms in one of the levels of the nine hells the abyss or a random location in our world but will be in a much weaker form that will stay hidden for a few years until it grows to its juvenile form once more. Necrotic damage heals it regaining however much damage it would have taken from necrotic magic weapons or spells.

Lair and Lair Actions

The Beltza builds a lair wherever it goes, and it can look different in each case, but it tends to prefer an area with caves nearby a score of deep water or tops of mountains as this is where it feels most at peace and likes having the ability to fly swim or burrow.  Its lair will have brimstone and purple crystals completely covering the surfaces of the lair and magma pools were the Beltza will sleep. It also normally has unnaturally shadowy areas were the Beltza can hide its enormous bulk for ambushes on intruders. It will allow villages to live within a 10-mile radius of its lairs to exist and at times even defend them if they bring it an offering it will then view such creatures as servants and become protective of them even enjoying spending time at the villages and extremely rarely playing with the children. Anything that dares to attack said villages will become a target of the Beltza's wrath.

Lair Action

On initiative count 20 (losing initiative ties), the Beltza takes a lair action to cause one of the following effects: the Beltza can’t use the same effect two rounds in a row:

  • The Beltza cusses the area in its lair to begin to crumble and its foes must make a succeed on a DC 20 Dexterity save or take 3d6 bludgeoning damage from falling debris.   
  • Creatures within 20 ft of the Beltza have vulnerability to necrotic and acid damage until initiative count 20 on the next round  

Regional Effects

All creatures within a 5-mile radius with an intelligence score of 5 or lower will become obedient to the Beltza and violent to all creatures that are not under the Beltza's control live there naturally and are not a threat to the Beltza or aligned with it. Vegetation within this radius will grow at a higher rate and storms will become more intense and demons will begin to be summoned that will be completely loyal to the Beltza and surround its lair acting as bodyguards and servants to the Beltza. These effects will not apply to allied creatures within the Beltza's home area and for them food will be plentiful, and crops will grow much quicker. 

 

If the Beltza is killed these affects began to fade over 1d20 years unless the lair is retaken by it.

Previous Versions

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Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Dark_Thunder955

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