Medium Undead, Lawful Evil
AC 18 Natural Armor    Initiative +6 (16)
HP 136 (16d8 + 64)
Speed 45 ft., Climb 45 ft.
Mod Save
STR 16 +3 +3
DEX 22 +6 +11
CON 18 +4 +9
Mod Save
INT 14 +2 +2
WIS 16 +3 +8
CHA 20 +5 +5
Skills Acrobatics +15, Perception +11, Stealth +15
Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Poisoned
Gear Infernal ceremonial armor, vampiric focus (infernal sigil), shadow-forged jewelry
Senses Blindsight 60, Darkvision 120; Passive Perception 18
Languages None
CR 13 (XP 10,000; PB +5)
Traits

Regeneration. Belmora regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water.

Spider Climb. Belmora can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Misty Escape. When Belmora drops to 0 hit points outside her resting place, she transforms into a cloud of mist instead of falling unconscious.

Sunlight Hypersensitivity. While in sunlight, Belmora takes 20 radiant damage at the start of her turn and has disadvantage on attack rolls and ability checks.

Harmed by Running Water. Belmora takes 20 acid damage if she ends her turn in running water.

Infernal Bloodline (Heir of Nessus). Belmora’s attacks deal an additional 7 (2d6) fire damage. If the target is below half its hit point maximum, this damage increases to 10 (3d6).

Hellstep Predator. When Belmora hits a creature with an attack, she can move up to 20 feet without provoking opportunity attacks.

Evasion. If Belmora is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage on a success, and half damage on a failure.

Uncanny Dodge. When an attacker that Belmora can see hits her with an attack, she can halve the damage against her.

Actions

Multiattack. Belmora makes two attacks. She can replace one of these attacks with a Bite.

Infernal Daggers +2. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 7) piercing damage plus 14 (4d6) necrotic damage plus 7 (2d6) fire damage. If Belmora has advantage on the attack roll or an ally is within 5 feet of the target, the attack deals an extra 21 (6d6) damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 6) piercing damage plus 21 (6d6) necrotic damage. If the target is below half its hit point maximum, the necrotic damage increases to 28 (8d6). Belmora regains hit points equal to the necrotic damage dealt.

Infernal Rend (Recharge 5–6). One creature within 5 feet must make a DC 18 Dexterity saving throw. On a failure, the target takes 36 (8d8) necrotic damage plus 10 (3d6) fire damage. If the target is below half its hit point maximum, the damage increases to 45 (10d8) necrotic damage plus 14 (4d6) fire damage.

Bonus Actions

Hellstep. Belmora teleports up to 40 feet to an unoccupied space she can see in dim light or darkness. She has advantage on her next attack before the end of her turn.

Disengage. Belmora takes the Disengage action.

Reactions

Infernal Retaliation. When a creature misses Belmora with an attack, she can make one Claw attack against that creature.

Description

Belmora is not merely a predator—she is an heir to the throne of Hell. Born of infernal blood tied to Nessus, her presence carries the weight of ancient authority and silent judgment. Where others revel in cruelty, Belmora embodies precision. Every movement is measured, every strike deliberate, and every kill inevitable. She does not brawl. She does not linger. She appears from shadow and ember, her form flickering with hellfire, and delivers death with terrifying grace before vanishing beyond reach. To face Belmora is not to fight an enemy—it is to be selected. And once chosen, escape is no longer an option.

Twin Infernal Daggers (+2). These finely balanced daggers are forged from blackened infernal steel veined with faint crimson light, as if embers burn just beneath their surface. Their edges never dull, and when drawn, the air around them seems to shimmer with heat. Each blade is etched with ancient sigils of Nessus—marks of authority tied to the court of Asmodeus. When Belmora strikes, the wounds do not bleed normally; instead, the victim’s blood hisses and evaporates into a faint red mist that coils briefly around the blades before fading. In darkness, the daggers emit a soft, heartbeat-like glow, pulsing in time with nearby creatures. When Belmora moves, the blades leave behind fleeting afterimages, as if reality itself lags behind her precision.
These weapons are unmistakably infernal in origin—crafted not merely for killing, but for execution.

Habitat: Planar (Nine Hells)Planar (Shadowfell)UnderdarkUrban

Sinister_na

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