| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 19 | +4 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +6 |
| CHA | 18 | +4 | +4 |
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If Belchoran fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness, Belchoran has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, Belchoran has Disadvantage on ability checks and attack rolls.
Spirit Link. While riding Lilith his soul is linked to them. If they take damage he also takes damage and vice versa.
Multiattack. Belchoran makes three Zul'Terinos attacks.
Zul'Terinos . Melee Attack Roll: +12, reach 10 ft. Hit: 12 (1d10 + 10) Slashing damage plus 3 (1d6) Necrotic damage.
Shadow Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6) Necrotic damage. Success: Half damage. Failure or Success: A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from the corpse. The shadow is under Belchoran’s control and shares Belchoran’s Initiative count but acts immediately after Belchoran.
Spellcasting. Belchoran casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Crown of Madness (,Darkness
1/Day: Geas, Counterspell, Destructive Wave
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Belchoran can expend a use to take one of the following actions. Belchoran regains all expended uses at the start of each of its turns.
Pounce. Belchoran moves up to half its Speed, and it makes one Zul'Terinos attack.
Veil of Shadow. Belchoran uses Shadow Step, teleporting 30ft to an unoccupied point he can see in range, and one creature of its choice that it can see within 10 feet of it takes 10 (3d6) Necrotic damage. Belchoran can’t take this action again until the start of its next turn.
Lair and Lair Actions
Throne of Belchoran
Belchoran lairs in the home of darkness and despair, the Remnant of Terinos, at the centre of which lies his throne.
The region around Belchoran’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10 from the number of Hit Points regained.
Stifling Shadows. Within 1 mile of the lair, effects that normally create Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
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