Belgoi (Dark Sun) | New Monster for Fifth Edition (plus 1 New Spell)

At first sight, the belgoi appear human–and then you notice the long claws on the end of their fingers, their puckered toothless mouths, and their webbed, three-toed feet. They are a race of ignorant demi-humans who dwell in the most forlorn wastes of Athas. They have a taste for the flesh of intelligent races and no ruler will tolerate them within five day’s travel of his or her city.

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Medium humanoid (belgoi), lawful evil

Armor Class 12

Hit Points 32 (5d8 + 10)

Speed 30 ft.

Abilities Str 15 (+2), Dex 14 (+2), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 7 (-2)

Skills Perception +2, Survival +2

Damage Immunities psychic

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 12

Languages Common, Belgoi, telepathy 60 ft.

Challenge 1 (200 XP)

Detect Sentience. The belgoi can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell or similar defense.

Innate Spellcasting (Psionics). The belgoi’s innate spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring no components:

  • At will: bestow curse, psionic blast (see below)
  • 1/day: ego whip (see below)

Psychic Defenses. The belgoi is immune to any effect that would detect its emotions or read its thoughts and divination spells. The effect even foils wish spells and spells or effects of similar power used to affect the belgoi’s mind or to gain information about it.


Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Psychic Bell (1/Day). The belgoi rings a special bell that can attract sentient creatures. The belgoi targets one creature with an Intelligence score of 3 or more that it can sense within 300 feet of it. The target must succeed on a DC 10 Wisdom saving throw or become charmed by the belgoi until the belgoi stops ringing its bell. The belgoi must take a bonus action on its subsequent turns to continue ringing the bell. It can stop ringing at any time. The ringing ends if the belgoi is incapacitated.

While charmed by the belgoi, a target is incapacitated and ignores the bells of other belgoi. If the charmed target is more than 5 feet away from the belgoi, the target must move on its turn toward the belgoi by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the belgoi, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this belgoi’s bell for the next 24 hours.



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Ego Whip

3rd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature within range. The target must make an Intelligence saving throw.
On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.



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Psionic Blast

1st-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature within range. The creature takes 2d8 psychic damage.

At Higher Levels. When you use a spell slot of 2nd level or higher to cast this spell, the damage increases by 1d8 for each spell level above 1st.


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4 thoughts on “Belgoi (Dark Sun) | New Monster for Fifth Edition (plus 1 New Spell)

  1. I’m gonna guess that landing a crit with the claw attack would double the necrotic damage also, allowing it to kill most level 1 characters in a couple rounds consistently, which is the cr it was assigned to. On average, it would knock most level one characters unconscious with one hit, and can one shot lower hp classes like wizards easily at that low of a level. This still is an amazing idea, and I’ll use it when I can!

    1. So can bugbears. Which are also CR 1.

      CR 1 just means that it’s an average “medium” challenge for level 1 players, expending 25% – 100% of their resources for the day. You can find details on balancing monsters based on their stats on page 274 of the DMG.

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