Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 23 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend's weapon attacks are magical.
Legendary Resistance (3/Day). If Belgrid fails a saving throw, he can choose to succeed instead.
Core Worm Shield. If Belgrid takes radiant damage, each creature within 20 feet of it takes that damage as well.
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 23). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (4d10 + 10) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 28 (8d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 10) slashing damage.
Maul. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 10) bludgeoning damage plus 32 (8d6) fire damage. Creatures hit by this attack cannot regain hitpoints until the end of Belgrid's next turn.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Belgrid 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. Belgrid regains spent legendary actions at the start of his turn.
Mace Attack. Belgrid makes a mace attack.
Spell Casting (Costs 2 Actions). Belgrid can cast a spell
Bite (Costs 2 Actions). Belgrid makes a bite attack.
Life Sap (Cost 2 Actions). Belgrid magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain Hit Points until the end of the Belgrid's next turn.
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