| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +7 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Grit of the Bronzegrips. Beldar has advantage on saving throws against the Frightened condition.
Magical Inventions. Beldar's attacks count as magical for the purpose of overcoming resistance and immunity.
Beldar's Emergency Protocol: The first time Beldar drops below 50 HP, he automatically activates a one-time Flash of Genius, gaining a +5 bonus to his AC and all Saving Throws until the start of his next turn as his armor's plates shift and reinforce.
Multiattack. Beldar makes two attacks: one with his Forge-Gauntlet and one with his Arcane Discharge.
Forge-Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked Prone.
Arcane Discharge. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) force or lightning damage (Beldar’s choice).
Tactical Overload (Recharge 5–6). Beldar overloads his armor's systems, releasing a surge of energy in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 17 (5d6) lightning damage and be Stunned until the end of its next turn. On a successful save, the target takes half damage and is not stunned.
Command construct: Beldar can use a Bonus Action to mentally command any construct or golem within 60 feet (Stone Golem or Soulforged Weapons) that he created or is currently attuned to. The construct can then move up to its speed and make one attack.
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