Devil's Sight. Magical darkness doesn’t impede Baalzebul's darkvision.
Legendary Resistance (3/Day). If Baalzebul fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Baalzebul is immune to spells of 3rd level or lower, unless he wants to be affected, and has advantage on saving throws to resist spells and magical effects.
Magic Weapons. Baalzebul's attacks are magical.
Biting Flies. Any creature that starts its turn within 5 feet of Baalzebul takes 5 (1d10) piercing damage.
Repulsive Aura. Any creature that starts its turn within 15 feet of Baalzebul must make a DC 19 Constitution saving throw or become poisoned. While poisoned in this way, the creature falls prone and spends its next action puking onto the ground. After puking in this way, the creature is no longer poisoned. A creature that pukes or saves against this ability is immune to the effect of Baalzebul's Repulsive Aura for the next 24 hours.
Potent Bile. Any acid damage that Baalzebul deals out ignores resistances and turns immunities into resistances instead.
Innate Spellcasting. Baalzebul's spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). Baalzebul can cast the following spells without needing components:
At will: acid splash (4d6), infestation (4d6), bane, ray of sickness (cast at 5th level), melf's acid arrow (cast at 5th level), misty step, insect plague
3/day each: slow, bestow curse, blight, stinking cloud
1/day each: finger of death (turns a creature into a mezzoloth instead), cloudkill, vitriolic sphere
Multiattack. Baalzebul can make three Slam attacks, or one Slam attack and one Bite attack. Alternatively, Baalzebul can cast one spell and then make one Slam attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside Baalzebul, and takes 16 (5d6) acid damage at the start of each of Baalzebul's turns.
Baalzebul's gullet can hold only one creature at a time. If Baalzebul takes 45 damage or more on a single turn from a creature inside him, he must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, who falls prone in a space within 15 feet of Baalzebul. If Baalzebul dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 20 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 6) bludgeoning damage.
Corrosive Bile (Recharge 5-6). Baalzebul pukes up highly potent stomach acid in a line that is 40 feet long and 5 feet wide. Any creature in that area must make a DC 19 Dexterity saving throw or take 55 (13d8) acid damage, taking half damage on a successful save.
Baalzebul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baalzebul regains spent legendary actions at the start of his turn.
Cast Spell. Baalzebul casts one spell.
Call Swarms. Baalzebul casts infestation (4d6) at three different creatures within range.
Slam. Baalzebul makes one Slam attack.
Swarm Shift (Costs 2 Actions). Baalzebul transforms into a swarm of insects and moves up to his speed in any direction. While in this form he has resistance to all forms of damage, in addition to his normal immunities and resistances. His form reverts if he ends it (no action) or if the swarm form runs out of hit points.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), Baalzebul can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Baalzebul casts Giant Insect on any fitting insects within range.
- Baalzebul covers himself in his own acid, which coats him until the next initiative count 20. A creature that hits him with a melee attack while hes covered in his acid takes 17 (2d10 + 8) acid damage.
- Baalzebul causes corrosive liquid to shoot out of the ground at two different locations within his lair. The holes that the liquid shoots out of consists of a 5-by-5 area. Any creature within 5 feet of one of these corrosive geysers must make a DC 18 Dexterity saving throw or take 27 (4d10) acid damage.
Regional Effects. The region containing Baalzebul’s lair is warped by his magic, which creates one or more of the following effects:
- Food rots twice as fast as it normally should while within 1 mile of Baalzebul's lair.
- Any fiends that die within 1 mile of Baalzebul's lair turns to a slimy, corrosive puddle upon dying.
- Insects within 1 mile of Baalzebul's lair are extremely aggressive and will go out of their way to attack non-fiends.
If Baalzebul dies, these effects fade over the course of 1d10 days.
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