Bellus the Wise (The Blasphemous) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Bellus the Wise (The Blasphemous)

Medium fragmented soul, unaligned
Armor Class: 16 (18)
Hit Points: 156
Speed: 30 ft , burrow: 45 ft

STR

14 +2

DEX

10 +0

CON

16 +3

INT

11 +0

WIS

16 +3

CHA

12 +1

Saving Throws: Wis +7, Cha +5
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: passive Perception 17

Divine Domain: War

  • War Domain Spells
  • 1st - divine favor, shield of faith
  • 3rd - magic weapon, spiritual weapon
  • 5th - crusader's mantle, spirit guardians
War Priest. When you take the Attack action, you may make one weapon attack as a bonus action. You may use this feature a number of times equal to your Wisdom modifier (+3).   Channel Divinity (2): Guided Strike. When you make an attack roll, you may use your Channel Divinity to gain +10 bonus to the roll.   Channel Divinity (2): War God's Blessing. When a creature within 30 feet of you makes an attack roll, you may expend your reaction to grant that creature +10 bonus to the roll, using your Channel Divinity.   Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type as the damage dealt by the weapon to the target. When you reach 14th level, this bonus becomes 2d8.   Divine Domain: Grave
  • Grave Domain Spells
  • 1st - bane, false life
  • 3rd - gentle repose, ray of enfeeblement
  • 5th - revivify, vampiric touch
Channel Divinity (2): Path to the Grave. As an action, you choose one creature within 30 feet, cursing it until the end of your next turn. The next time you or an ally hit that creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.   Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Actions

Soul Lance. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 1d12+2 piercing damage. The target struck by this attack cannot regain hit points until the start of its next turn.   Shatterswarm. Bellus commands his scarab sand shield to shatter outwards in a 15-foot cone as a bonus action. All targets within the cone must succeed on a DC 16 Constitution saving throw or suffer 2d8 bludgeoning damage and become blinded until the end of their next turn. These targets get to make another save at the beginning of their turn to remove the blind effect.

Legendary Actions

Bellus can take 3 legendary actions, using the options listed below. He can only take one legendary action at a time and only at the end of another creature's turn. Bellus regains spent legendary actions at the start of his turn.   Sand Smite. Bellus summons forth an explosive spike of sand beneath a target, dealing 2d8 piercing damage on a successful to hit roll.   Summon Sand Soldier (2 actions). Bellus further fragments his soul, imbuing the surrounding sands of his lair with life and summons an undying servant. The soldier type is determined at random and gains an initiative count immediately. If the soldier's turn has already passed, it takes its turn immediately.   Defile Life (3 actions). Bellus surges with unholy radiance as the swarm surrounds him. Each hostile target within 10 feet must succeed on a DC 16 Wisdom saving throw or suffer 2d12 necrotic damage and have their highest ability score temporarily reduced by -1d4. If two scores are the same, both scores are reduced by the same amount.

Lair Actions

When fighting inside its lair, Bellus can invoke additional effects to take lair actions. On initiative count 20 (losing ties), Bellus can take one lair action to cause one of the following effects:

  • Scourge Healing (Passive). While in the lair, targets can feel their strength and vigor sapped from their bodies. Any target attempting to cast or use a healing spell or effect must succeed on a DC 16 Wisdom saving throw or be rattled with unholy energy, suffering 2d12 necrotic damage.
  • Life Tether. Bellus summons forth a sickening, crackling beam of arcing green energy, tethering two targets together. Any damage suffered by one target is also copied and experienced by the other target. If a tethered target reaches zero hit points, the other target must make a DC 16 Constitution saving throw or be reduced to zero hit points.
  • Dark Deliverance. Bellus surrounds one target in the room with swirling and vitriolic sand. The target must succeed on a DC 16 Constitution saving throw or suffer a temporary -1d4 penalty to Constitution, as well as become blinded until the start of their next turn. If this ability is used on a Life Tethered target, both targets suffer this effect.

This chamber is filled with massive piles of sand and four large sarcophagi. Scarabs and other small insects squirm about in the sand.


Created by

xXxVanityAffair.

Statblock Type

Monster

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