Beelzebub (Medium Esper)
Beelzebub can be conjured by the Summoner-Esper cleric sub-class aligned to the element of Poison. Summon a 9 foot tall, three headed demon surrounded by so many flies they look like a dark cloud around it, must remain within 45 feet of the summoner or vanish. Beelzebub has a disproportionately large upper body similar to a cross between a bull and a human, covered in a grey matted fur it has 3 pairs of arms that end in long claws that turn black toward the edges. the middle head has its eyes sewn shut, the left head has its ears sewn shut and its right head has its mouth sewn shut. it has large moth wings though it cannot fly and merely uses them to sense changes in the air and glide.
Beelzebub murmurs in its demonic languages and sends out powerful psychic waves nullifying telepathy within 40 feet of itself constantly.
Fire Weakness: Takes double damage from fire damage sources
All Espers have the same Spell DC and Spell Save as the summoner that calls them.
HP is Calculated based on the Summoner's Stats
- 4d10 + (summoner's full intelligence stat) (+1d10 [+summoner's intelligence modifier]/lvl above 1)
- HP on this card is the suggested Trial encounter HP
Devil's Sight. Magical darkness doesn't impede Beelzebub's darkvision.
Magic Resistance. Beelzebub has advantage on saving throws against spells and other magical effects.
Telepathic Sense: Beelzebub can sense any and all telepathy or psychic forces that enter a 40 foot radius of itself without actually hearing or knowing the effect.
Innate Spellcasting: can innately cast the following spells, requiring no material components
- At will: Hellish Rebuke, Darkness, Suggestion, Gravity
- 3/day each: Demi Plane
- 1/day: Forcecage
Unique Spells description:
- Gravity. Range 80 ft. a 5 foot radius within range and deal Hit: 5+(1d6+intelligence modifier) (+1d10 per spell slot level above 3rd) necrotic damage. Targets must make a dexterity saving throw or take full damage and be pulled in 5 feet towards the direction indicated by the caster. (Level 3 spell).
Multiattack. Beelzebub can make the following attacks together on one or multiple targets within melee range
- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +STR(1)) slashing damage.
- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +STR(1)) slashing damage.
Unspoken Horrors: Beelzebub opens its sewn shut mouth as waves are emitted out no sound can be heard Ranged Spell Attack: +5 to spell dc, range 15 ft directly in front of Beelzebub Hit: 5 (1d6 +Int(3)) psychic/bludgeoning damage (+1d6 per levels 3, 5, 7, and 12) This does not require a rest to use again. Targets hit must make a constitution saving throw against DC of 12 take full damage and be come silenced for 1 round.
Unseen Madness: Beelzebub Opens its sewn shut eyes casting a black light in 10 foot cone directly in front of Beelzebub targets take Hit: 5 (1d6+int(3)) Psychic damage (+1d6 +intelligence modifier per levels 3, 5, 7 and 12) targets must take a constitution saving throw or become Blinded for two rounds.
Unheard Sorrows: Beelzebub un-sews its ears and a high pitch sound radiates from it, opponents in 5foot radius of Beelzebub take Hit: 5 (1d6 +Int(3)) Psychic/slashing damage (+1d6 +intelligence modifier per levels 3, 5, 7 and 12) Targets must make a constitution saving throw against a dc of 12 and become confused for 4 rounds. at the start of their turn they may make a wisdom saving throw against a dc of 12 to regain their senses.
Underworld Prayer: Beelzebub opens all his eyes, remove all debuffs and buffs from an ally and inflict the same effects onto an opponent within 60 feet of each other and within 60 feet of Beelzebub and vice versa flip a coin heads it goes through tails it fails. on a fail double the duration of the negative effects on your ally and double duration of the buffs on your foe.
Underworld Song: Beelzebub’s heads all open their mouths but no sound comes out. Target 3 opponents within 60 feet and 3 allies within 60 feet opponents must make a wisdom saving throw against a dc of 16 or take a full (2d8 +int(3)) poison dmg (+1d8 per level, 6, 9, 12 and 15) and become dazed for one round. Targeted allies are healed for half the dmg dealt. Can be cast every 3 rounds.
Underworld Dance: Beelzebub opens all sewn orifices and dances while grinning and flapping its wings. All foes in a 35 foot cone ahead of Beelzebub take (4d8+int(3)) modifier poison dmg (+1d10 per lvl, 6, 9, 12 and 15) Healing Beelzebub for the half total damage dealt that any over heal becomes a temporary shield that lasts for 3 rounds. All opponents must make a Wisdom saving throw against a DC of 15 or become silenced, blinded and confused this can only be used once per encounter.
Absorb Poison. Beelzebub can absorb incoming poison damage within a 10 foot radius of itself. Must succeed a constitution throw against spell dc or hit roll. This negates the poison damage in a 10 foot radius of itself and heals for half the damage of the spell, if the spell was to hit multiple targets the healing does not stack based on the number of targets.
Buzz. Beelzebub can nullify any and all Physic or telepathic attacks that occur within 40 feet of itself must roll for Intelligence against a dc of 12
Lair and Lair Actions
Beelzebub's Lair is the King's Cavern of Darkness, or Beelzebub's Trial location it is a 150 ft radius cavern with large stalagmites and stalactites all over creating a maze like area, at the center is a massive throne made of melted stone and a mountain of treasure beneath it. A thick magical darkness encompasses this location everything 12 feet from any surface is pitch black and can only be seen through by Beelzebub or other creatures that can see through darkness or do not rely on eyesight.
Special conditions at this location.
- Poison damage sources are advantaged at this location
- The darkness will sweep to the surface at an area of the DM's chooseing blocking out all vision every round selecting a new area of effect
- Creatures in the darkness will take 1d6 poison damage while they remain in it
- Beelzebub's AOE abilities have their range doubled at this location
Previous Versions
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