| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +6 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
• Demonic Focus. Belledar uses his cursed staff as his spellcasting focus. Attacks made with the staff use his Intelligence modifier for attack and damage rolls.
• Master of Curses. Whenever Belledar casts a spell or hits a creature with his staff, he can force one target of the attack or spell to subtract 1d4 from the next saving throw it makes before the end of Belledar's next turn.
• The Twin's Vessel. When Belledar is reduced to 0 hit points, he doesn't fall unconscious. Instead, he immediately transforms into the Vessel of the Twins. Any remaining conditions or effects carry over, any excess damage carries over to the new form's hit points, and he acts on his existing initiative count.
Multiattack. Belledar makes two Cursed Staff attacks, or uses Spellcasting and makes one Cursed Staff attack.
Cursed Staff. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage—or 7 (1d6 + 4) bludgeoning damage if wielded with two hands—plus 4 (1d8) necrotic damage. If the target is a creature, it can't regain hit points until the start of Belledar's next turn.
Spellcasting. Belledar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
• At will: Ray of Sickness (cast as a level 2 spell), Toll the Dead (2d12 necrotic)
• 2/day each: Bane, Ray of Enfeeblement
• 1/day each: Animate Dead, Bestow Curse, Blight
Curse Siphon (Recharge 5–6). Belledar targets one creature within 30 feet that is affected by a spell, condition, or cursed weapon effect caused by Belledar. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Belledar regains hit points equal to half the necrotic damage dealt.
Demonic Retribution (5/Day). When a creature Belledar can see within 30 feet hits him with an attack, Belledar erupts with necrotic energy. The attacker must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) necrotic damage and be Frightened of Belledar until the end of its next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
Description
*From my Homebrew world Jaesta*
Regent Belledar was the insidious advisor to Emperor Ermacion of the Shemmanan Empire who convinced the Emperor to enter into a pact with the Demon Twin's, Farkem and Fastem in order to "outshine" the Emperor's Father. A talented mage enhanced by fiendish power he is a terror to fight, even more so when fully giving in and become the Vessel of the Twins.
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.
Comments