Medium Humanoid, Lawful Evil
Armor Class 13 Leather/Hide
Hit Points 37 (5d8 + 15)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
17 (+3)
CHA
7 (-2)
Skills Athletics +6, Stealth +5
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mental Defenses. The belgoi is immune to any effect that would sense its emotions or read its thoughts, including divination spells. Even wish spells and spells or effects of similar power cannot affect the belgoi’s mind or gain information about it.

Actions

Multiattack. The belgoi makes two claw attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage plus 4 (1d6 + 1) psychic damage, and the creature’s hit points are reduced by an amount equal to the psychic damage taken.

Mindblast (Recharge 5-6). The belgoi magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 10 (2d8 + 1) psychic damage and be stunned 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.

Psychic Bell. The belgoi rings its bell, targeting one creature within 120 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically charmed while the belgoi rings its bell. The belgoi must use a bonus action on its subsequent turns to continue ringing its bell. The ringing stops if the belgoi is incapacitated or disarmed of its bell.

While charmed by the belgoi, a target is incapacitated and deafened; it can only hear the belgoi’s bell. If the charmed target is more than 5 feet away from the belgoi, the target must move on its turn toward the belgoi by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the belgoi, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends for it.

If a target succeeds on its initial saving throw, every creature within 60 feet of the belgoi can hear its bell and the belgoi loses this ability for the next 24 hours.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

At first sight, the belgoi appear human—and then you notice the long claws on the end of their fingers, their puckered, toothless mouths, and their webbed, three-toed feet. They are a race of ignorant demihumans who dwell in the most forlorn wastes of Athas. They have a taste for the flesh of intelligent races and no ruler will tolerate them within five day’s travel of his city.

Belgoi usually attack by sneaking up on their victim’s camp and selecting a juicy looking target. Each belgoi rings a small bell that allows it to make contact with its victim, then attempts to use domination to take over the victim’s body and have him leave camp, or attraction to lure the victim into the darkness. If the belgoi’s contact is successful, only the victim can hear the bell, but if it fails, then the entire party hears it.

When a battle starts to go against the belgoi, they will flee and fetch replacements for any of their fallen comrades, then return a short time later to attack again. Therefore, battles with belgoi often turn into long, running fights that last for many days. The only way to prevent the belgoi from returning time after time is to kill them all before they have a chance to escape.

Basically, the belgoi form huge raiding tribes and behave as such. They tend to make their homes in forlorn parts of the desert, but journey forth in great numbers to harass the trading routes, settled villages, and anywhere else they can find a plentiful supply of poorly defended people.

Belgoi hosts tend to move in small parties of 1-10 individuals. When they encounter likely-looking prey, the scouting party usually attacks, looking to its own dinner first. If they have stumbled across a large group, however, they will fetch other members of their tribe and return to attack with greater numbers.

Belgoi often leave the land barren and desolate behind them, stripped of all animal and vegetable life. They are second only to the foulest of defilers in the destruction they cause to the world about them.

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.

Habitat: Desert

Master_of_Nothing

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