| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +10 |
| DEX | 25 | +7 | +10 |
| CON | 25 | +7 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 5 | −3 | −3 |
| CHA | 5 | −3 | −3 |
Hunger of Bel. While under the influence of Bel's hunger, you assume the form of a Bel Spawn. This transformation persists until you are brought to 0 hit points, or you devour humanoid flesh for 30 seconds, uninterrupted.
Magical Resistance. Bel Spawn have advantage on saving throws against spells and magical effects.
Multiattack. The Bel Spawn makes one Charge attack or two Claw attacks, and one Bite attack.
Charge. Melee Attack Roll: +10, range 5 ft. Hit: 17 (2d10 + 7) Piercing damage. If the target is a Large or smaller creature and the Bel Spawn moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (2d10) Bludgeoning damage and has the Prone condition.
Claw. Melee Attack Roll: +10, reach 5 ft. Hit: 11 (1d8 + 7) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 18) from both claws.
Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (1d10 + 7) Piercing damage. On a successful hit, the target must make a Constitution saving throw (DC 18), taking 2d12 bleeding damage on a failure, half as much on a success. The Bel Spawn regains a number of hit points equal to the bleeding damage.
Blood Frenzy. Immediately after reducing a humanoid creature to 0 hit points, the Bel Spawn can use its reaction to make a Charge attack on another creature within 30 ft of it, regardless of the amount of movement used prior.
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