Medium Humanoid, Chaotic Good
Armor Class 18
Hit Points 188 (15d12 + 96)
Speed 50 ft.
STR
25 (+7)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +12, CON +10
Skills Athletics +12, Intimidation +7, Persuasion +7, Survival +5
Senses Passive Perception 10
Languages Common, Loxodan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Belt of Fire Giant Strength. Bez Dor's Strength score is 25 while wearing and attuned to this belt.

Keen Smell. Bez Dor has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on smell.

Loxodon Serenity. Bez Dor has advantage on saving throws against being charmed or frightened.

Danger Sense. Bez Dor has advantage on Dexterity saving throws against effects he can see and on initiative rolls.

Reckless Attack. At the start of his turn, Bez Dor can choose to gain advantage on melee weapon attacks during that turn. Attack rolls against him have advantage until the start of his next turn.

Unwavering Resolve (1/Day). When Bez Dor is reduced to 0 hit points, he immediately regains 1d12 + 20 hit points and becomes hasted until the end of his next turn.

Actions

Multiattack. Bez Dor makes two attacks with his Elemental Cleaver.

Elemental Cleaver. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 30 ft.
Hit: (17) 1d6 + 10 slashing damage plus 1d6 elemental damage of Bez Dor’s choice 
Thrown: Returns to hand automatically after being thrown (if under Giant’s Rage).

Valorous Charge (Recharge 5–6). Bez Dor moves up to 60 feet in a roaring charge. Any ally within 30 feet of the path gains advantage on attack rolls and saving throws until the end of Bez Dor's next turn. Bez Dor then makes one Elemental Cleaver melee attack against the nearest enemy. On a hit, the target is rattled (disadvantage on attack rolls and Dexterity saving throws) until the end of its next turn.

Bonus Actions

Giant’s Rage (3/Day). Bez Dor enters a battle fury and becomes Large in size. His melee range increases by 10 ft. (already applied), and his melee attacks deal an additional 1d6 elemental damage. His cleavers gain the thrownproperty and return automatically.

Offhand Strike. Melee Weapon Attack: +13 to hit, reach 10 ft.
Hit: (10) 1d6 + 3 slashing damage plus 1d6 elemental damage 

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

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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.

masriibrahem123

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