| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +6 |
| DEX | 22 | +6 | +18 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +12 |
| WIS | 10 | +0 | +7 |
| CHA | 18 | +4 | +4 |
Brand of the Sapping Scar (1/Short Rest). When Beldorth hits a creature with an attack, it can sear the creature with an arcane brand with the following effects, which lasts until he uses this ability again.
- Beldorth can sense the direction of the creature.
- Whenever the creature deals damage to Beldorth or a creature within 5 feet of him, the creature takes 10 Psychic damage.
- The creature can't take the Dash action.
- The creature has Disadvantage on saving throws against Beldorth's spells.
- If the creature tries to Teleport or leave its current planes by any means, it takes 17 (4d6) Psychic damage, and must make the following saving throw. Wisdom Saving Throw: DC 20. Failure: The attempt to teleport or leave the plane fails.
Blood Maledict (4/Short Rest). Beldorth expends uses of his Blood Maledict to use certain abilities.
Dark Augmentation. Beldorth adds his Intelligence modifier to his Strength, Dexterity, and Constitution saving throws (already included).
Duelist. Beldorth has a +2 bonus to damage rolls with his Rapier.
Legendary Resistance (3/Day). If Beldorth fails a saving throw, he can choose to succeed.
Magic Resistance. Beldorth has Advantage on saving throws against spells and other magical effects.
Ranged Master. Beldorth's ranged weapon attacks have a +2 bonus to hit (included in attacks), ignore half cover and three-quarters cover, and have no range penalty.
Sanguine Mastery. Beldorth regains a Blood Maledict when he scores a Critical Hit with a weapon.
Multiattack. Beldorth attacks twice with a weapon. He can replace one attack with a use of Spellcasting to cast an At Will spell.
+3 Longbow. Ranged Attack Roll: +18 to hit, range 150/600 ft. Hit: 18 (2d8 + 9) Piercing damage plus 7 (2d6) Fire, Lightning, or Necrotic damage.
+3 Rapier. Melee Attack Roll: +16 to hit, reach 5 ft. Hit: 20 (2d8 + 11) Piercing damage plus 7 (2d6) Fire, Lightning, or Necrotic damage.
Spellcasting. Beldorth casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20, +12 to hit with spells):
At Will: Booming Blade, Chill Touch, Detect Magic, Green-Flame Blade
2/Day Each: Blindness/Deafness (level 4 version), Hold Person (level 4 version), Mirror Image, Speak with Dead
1/Day Each: Banishment, Dimension Door, Hypnotic Pattern
Blood Curse of Binding (Blood Maledict). Strength Saving Throw: DC 20, one Large or smaller creature within 30 feet of Beldorth. Failure: The target has the Restrained condition and cannot take Reactions until the end of Beldorth's next turn.
Blood Curse of Bloated Agony (Blood Maledict). Beldorth curses a creature that he can see within 30 feet of him. For 1 minute, the creature has Disadvantage on Strength and Dexterity checks, and takes an additional 7 (2d6) Necrotic damage if it makes more than one attack on its turn. The cursed creature can make the following saving throw at the end of each of its turns. Constitution Saving Throw: DC 20. Failure: The effect comes to an end.
Blood Curse of the Muddled Mind. Beldorth curses a creature he can see within 30 feet of him that is Concentrating on a spell or a feature that requires concentration. The cursed target has Disadvantage on all Constitution saving throws made to maintain concentration until the end of his next turn.
Misty Step. Beldorth casts Misty Step using the same spellcasting ability as Spellcasting.
Blood Curse of the Eyeless (Blood Maledict). Trigger: A creature within 30 feet of Beldorth makes an attack roll. Response: The creature has Disadvantage on all attack rolls it makes until the end of its current turn.
Blood Curse of the Fallen Puppet (Blood Maledict). Trigger: A creature within 30 feet of Beldorth drops to 0 Hit Points. Response: Beldorth forces the creature to move up to half its speed, and makes a weapon attack against a target of his choice within its range. The creature adds a +5 bonus to the attack roll.
Blood Curse of the Soul Eater (Blood Maledict). Trigger: A creature within 30 feet of Beldorth is reduced to 0 Hit Points. Response: Sylvian has Resistance to all damage and has Advantage on all attack rolls until the end of his next turn.
Protective Magic (3/Day). Beldorth casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3. Immediately after another creature’s turn, Beldorth can expend a use to take one of the following actions. Beldorth regains all expended uses at the start of each of his turns.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from Beldorth. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: Beldorth can’t take this action again until the start of his next turn.
Hunter's Pursuit. Beldorth moves up to half his Speed, and he makes one weapon attack.
Frightening Gaze. Beldorth casts Fear, using the same spellcasting ability as Spellcasting. Beldorth can’t take this action again until the start of his next turn.
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