Magic Resistance. Bella'Theem has advantage on saving throws against spells and other magical effects.
Alert. Bella'Theem cannot be surprised and has a +5 to initiative.
Devil's Sight. Bella'Theem can see through magical darkness up to 120ft.
Fiendish Vigor. Bella'Theem can cast False Life at will and takes the maximum roll on the dice.
Innate Spellcasting. Bella'Theem's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At Will: Dancing Lights
1st level: Darkness , Faerie Fire , Levitate (Self Only)
Fey Ancestry. Bella'Theem has advantage on saving throws against being charmed, and magic can’t put Bella'Theem to sleep.
War Magic. When Bella'Theem uses his action to cast a spell, he can make one weapon attack as a bonus action.
Spellcasting. Bella'Theem is a 14-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Bella'Theem has following Warlock spells prepared:
Cantrips (at will): Message, Minor Illusion, Poison Spray, Eldritch Blast
1st level (5 slots): Arms of Hadar , Shield , [Tooltip Not Found] , Command
2nd level (4 slots): Crown of Madness , Healing Spirit , Misty Step , Ray of Enfeeblement , Suggestion , Invisibility
3rd level (3 slots): Fireball , [spells]Counterspell[/spell] , Haste , Summon Fey, Fear
4th level (3 slots): Otiluke’s resilient sphere , Summon Aberration , Blight , raulothim's psychic lance , Banishment
5th level (3 slots): Synaptic Static , Scrying, Cone of Cold , Planar Binding
6th level (2 slots): Chain Lightning , Investiture of Flame , Investiture of Ice, Investiture of Stone, Investiture of Wind , True Seeing
7th level (1 slots): Finger of Death , Forcecage
Scimitar of Speed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 7) slashing damage
Dark Delirium. Ranged Magic Attack: DC 18 Wisdom Save, Fail: Charmed for 1 minute or until the target takes damage. the charmed creature believes its in a misty realm lost.
Fey Presence. Bella'Theem sprouts colorful Fairy wings for 1 minute and all creatures in a 10 foot cube of Bella'Theem must make a DC 18 Wisdom save or be frightened till the end of Bella'Theem's next turn.
Bella'Theem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bella'Theem regains spent legendary actions at the start of its turn.
Misty Escape (Costs 1 Actions). Bella'Theem travels 60ft without provoking opportunity attacks.
Change Partners (Costs 3 Actions). Bella'Theem shifts the dance of the Masquerade and swaps all creatures positions randomly.
Castling the field (Costs 2 Actions). Bella'Theem can swap places with any creature within his ballroom.
Lair and Lair Actions
Bella'Theem's Lair is a magical ballroom with dancing spirits who dance along to his music and try to grapple and dance with non-dancing individuals. Anyone who dances towards Bella'Theem gets 10ft extra movement as the ballroom carries them across. The Desire of Bella'Theem avatar fights with Bella'Theem and tries to keep all creatures on the dance floor.
Lair Actions
On initiative count 0 (losing initiative ties), Bella'Theem takes a lair action to cause one of the following effects; Bella'Theem can’t use the same effect two rounds in a row:
- Roll a d100, on a 90 or higher the ballroom is covered in a prismatic mist (Magical Darkness) for 1 round.
- The spectral dancers shift positions, all creatures except Bella'Theem must pass a DC 15 Charisma save or begin dancing for their turn for 1 round.
- Bella'Theem, when playing on the piano, can cast his spells through any of the spectral dancers.
- When a creature ascends the staircase, two lesser Gauth's appear, one at the top of each stair to prevent creatures from reaching the stage.
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