Aura of Burning Fury.
Creatures within 20 ft. take 10 (3d6) fire damage at start of turn.
Volcanic Blood.
When Bellroc is hit by a melee attack, attacker takes 7 (2d6) fire damage.
Titanic Strength.
Bellroc’s melee attacks deal double damage to objects and structures.
Multiattack.
Bellroc makes three attacks.
Inferno Chain. Melee Weapon Attack: +13 to hit, reach 15 ft.
Hit: 23 (3d10+7) fire damage + 10 (3d6) bludgeoning.
Meteor Slam (Recharge 5–6).
Bellroc slams the ground.
Every creature within 25 ft. makes a DC 20 Dex save or takes
40 (9d8) fire damage and is knocked prone.
Success = half.
Flame Spiral.
A 30 ft. radius whirlwind of fire erupts around Bellroc.
Creatures must make DC 19 Con save or take 32 (7d8) fire damage and be blinded by heat shimmer until end of next turn.
(1) Fire Step. Teleport 20 ft., leaving a patch of burning ground.
(2) Lash of Wrath. One chain attack.
(3) Eruption Wave. All creatures within 10 ft. must make a DC 19 Dex save or take 14 (4d6) fire damage.
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.
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.
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