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Belashyrra

Medium aberration, Chaotic Evil

Armor Class 19 (natural armor)

Hit Points 304 (32d8 + 160)

Speed 40 ft., fly 40 ft.

STR 24 (+7)
DEX 21 (+5)
CON 20 (+5)
INT 25 (+7)
WIS 22 (+6)
CHA 23 (+6)

Saving Throws INT +14, WIS +13, CHA +13

Skills Arcana +14, Perception +13

Damage Resistances poison, psychic

Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone

Senses truesight 120 ft., passive Perception 23

Languages Deep Speech, telepathy 120 ft.

Challenge 22

Alien Mind. If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.

Legendary Resistance (3/Day). If Belashyrra fails a saving throw, it can choose to succeed instead.

Magic Resistance. Belashyrra has advantage on saving throws against spells and other magical effects.

Regeneration. Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate.

Teleport. As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Eye Ray. Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:

Legendary Actions

Claw. Belashyrra makes one claw attack.

Implant Fear (Costs 2 Actions). Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.

Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.

Source

ERLW, p. 286