Belun
Medium fey, neutral good
Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR 14 (+2) · DEX 18 (+4) · CON 16 (+3) · INT 16 (+3) · WIS 20 (+5) · CHA 18 (+4)
Saving Throws Wis +9, Cha +8
Skills Insight +9, Perception +9, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision: 60 ft., passive Perception 19
Languages Common, Sylvan; telepathy 60 ft.
Challenge 7
Traits
Fey Ancestry. Belun has advantage on saving throws against being charmed, and magic can't put him to sleep.
Magic Resistance. Belun has advantage on saving throws against spells and other magical effects.
Daywalker. Unlike many fey, Belun is unaffected by sunlight and can operate during the day without penalty.
Blessing of Fortune. Friendly creatures within 30 feet of Belun have advantage on ability checks and saving throws related to finding their way or locating hidden objects.
Wise Counsel. Belun can communicate telepathically with any creature within 60 feet that understands a language, offering guidance or advice.
Actions
Multiattack. Belun makes two Staff attacks or casts a spell and makes one Staff attack.
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) radiant damage.
Guiding Light. Belun conjures a luminous orb in his hand and throws it at a point within 60 feet. The orb bursts into bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures of Belun's choice within the bright light must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) radiant damage and be blinded until the end of their next turn. Creatures that succeed take half damage and are not blinded. The light remains for 1 minute or until Belun dismisses it.
Dust of Disappearance (1/Day). Belun throws a pinch of magical dust into the air. He and any number of creatures he chooses within 10 feet become invisible for 1 hour or until they attack or cast a spell.
Reactions
Protective Presence. When a creature Belun can see within 30 feet is hit by an attack, he can reduce the damage by 10 (1d10 + 5).
Legendary Actions
Belun can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
- Insightful Glance. Belun targets one creature he can see within 60 feet. He learns the creature's current emotional state and gains advantage on attack rolls against it until the end of his next turn.
- Mend Wounds (Costs 2 Actions). Belun touches a creature within 5 feet of him. The target regains 18 (4d8) hit points.
### Personality and Tactics
Belun avoids unnecessary conflict and seeks peaceful resolutions. However, if threatened or if innocent beings are in danger, he stands firm to protect them.
In combat, Belun uses his spells and abilities to disable and dissuade attackers rather than to cause harm. With Guiding Light, he can blind foes and illuminate the battlefield. His Protective Presence allows him to shield allies from harm.
Lore
Belun is a spirit who appears in the fields as a lean, white-bearded old man with a large nose.
There's a very rare tale of how Old Man Belun appeared in the forest beside a group of lost travelers. After a brief conversation, the travelers set off with the old man, who leads them back to the road they had strayed from. Then he disappears without a trace, and they never see him again.
But more often, stories tell of how Belun appears to poor folk in or near wheat fields, especially those adjacent to forests. Noticing a poor person, Old Man Belun calls them over or beckons with his hand. If the person hesitates to approach, Belun himself comes up to them with an unusual request: he asks the poor soul to wipe his nose. A key characteristic of this spirit is that he's unafraid of daylight and can appear both day and night.
From The Witchwood Bestiary 5E, p. 26 · Fern Flower Press