Medium Humanoid (Human), Chaotic Neutral
Armor Class 16 Natural
Hit Points 229 (27d8 + 108)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +10, DEX +8, CON +9
Skills Athletics +10, Intimidation +9, Perception +6
Senses Passive Perception 16
Languages Common, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Bone Weapons. Belegr the Sunborn's melee attacks inflict an additional die of damage of the weapons associated damage type (Applied in attacks).

Actions

Multiattack. Belegr the Sunborn makes two attacks with either weapon.

Bone Axe (Battleaxe). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage, or versatile (2d10 + 5). 

Bone Blade (Longsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage, or versatile (2d10 + 5). 

Sun Orb of Devastation (Recharge 5-6). Belegr the Sunborn uses a bonus action to conjure up a large orb of compressed gas, during which time he cannot move or use two handed attacks. After the end of his next turn the orb ignites and explodes. It is 60 foot radius sphere and deals 16d8 radiant damage to those caught within, excluding Belegr himself.

Reactions

Iron Skin. When Belegr the Sunborn takes damage from a melee weapon attack, he gains resistance to slashing and piercing damage from non-magical weapons until the end of his next turn.

Scorched Bones. In response to incoming damage, Belegr conjures a magical barrier of bones and fire. The barrier can take 5d6 damage before breaking.

Legendary Actions

Belegr the Sunborn can take up 3 Legendary actions, choosing from the options below. Only one option may be used at a time, and only at the end of another creature's turn. Belegr the Sunborn regains his legendary actions at the start of his turn.

Bone Axe (Costs 1 Action). Belegr the Sunborn makes a Bone Axe attack.

Frighten Foe (Costs 2 Actions). Belegr the Sunborn targets one creature that he can see within 30 feet. If the target can see and hear Belegr, it must succeed on a DC 16 Wisdom saving throw or be frightened of him until the end of Belegr's next turn.

Seeking Sun Missiles (Costs 3 Actions). A hostile creature is hit with 5 missiles that are not controlled by Belegr, but seek out targets of their own accord. Each missile deals 1d8+4 radiant damage.

 

DamjanGero