Devil’s Sight. Magical darkness doesn’t impede Baalzebul’s darkvision.
Decipher Weakness. Baalzebul scores a critical hit on a roll of 19 or 20.
Innate Spellcasting. Baalzebul’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks).
He can innately cast the following spells, requiring no material components:
At will: animate dead, detect evil and good, detect magic, fireball, hallow, hold monster, suggestion, teleport, true seeing
3/Day each: dispel evil and good, symbol (pain or insanity)
1/Day each: wish
Legendary Resistance (3/Day). If Baalzebul fails a saving throw, he can choose to succeed instead.
Lord of Flies. Insects do not attack Baalzebul and as a bonus action he can command any number of them within 50 feet to take move or action attacks.
Magic Resistance. Baalzebul has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baalzebul’s slam attacks are magical.
Regeneration. Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and is unable to regenerate.
Stench of the Slug. Any creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.
Undead Mastery. When casting animate dead, Baalzebul can summon 10 additional zombies or skeletons as long as sufficient corpses are available.
Multiattack. Baalzebul uses his Fear and Weakness gaze (if available) and then makes two slam attacks.
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage. Baalzebul’s attacks wither the limbs of opponents he strikes. Any creature hit by Baalzebul’s slam attack must make a DC 21 Constitution saving throw. Failure means the target loses the use of their legs (stuck in the prone position) or their arms (unable to cast spells or engage in attacks; lose any AC bonus from shields). Baalzebul decides whether he targets arms or legs before making the attack roll. This withering effect lasts for one minute but at the end of each of their turns the afflicted creature may repeat the saving throw.
Fear and Weakness Gaze (Recharge 5-6). Baalzebul activates a gaze attack and triggers two effects on everyone within 50 feet of him. The first requires a DC 21 Charisma saving throw; failure means the target is frightened of Baalzebul as per the fear spell. The second effect requires another DC 21 Charisma saving throw. Failure means the target suffers the effects of the ray of enfeeblement spell. Both effects last one minute.
Teleport. Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Summon Allies (1/Day). Baalzebul summons 1d6 horned devils, 1d4 ice devils, or 1 pit fiend.
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.
Teleport. Baalzebul uses his Teleport action.
Insect Gorge (Costs 2 Actions). Baalzebul disgorges a swarm of biting flies (otherwise same as a insect plague spell) that deals 44 (8d10) piercing damage and does not require concentration.
Description
Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he has been cursed with a new hideous form by the Lord of the Nine Hells—Asmodeus. This form has earned him a new title—The Slug Archduke.
Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel’s selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul’s ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch.
However, Baalzebul’s pride continued to be his undoing. When he attempted to take Asmodeus’s throne, his schemes were discovered and thwarted. Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil. Any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him.
Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even if trapped in the form of a slug, he is still the Lord of Lies, whose every deception is made with ease. Every one of his untruths is told with a specific purpose in mind. Only other devils are safe from his lies, as Baalzebul wishes to return to his original beautiful form.
If forced into combat Baalzebul’s first tactic is to belch out gargantuan clouds of flesh-devouring flies. Baalzebul’s stench is so putrid that simply trying to get anywhere close to him is sickening. Despite his bloated form, he can still burrow underground and easily scale surfaces. He is easy to track, since he always leaves a thick layer of putrid slime in his wake.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause one of the following
effects; Baalzebul can’t use the same effect two rounds in a row:
- Baalzebul casts his innate hold monster.
- Baalzebul emits slime in a 5-foot radius centered on him. Any creature that starts their turn standing in this slime is considered grappled and must use their action to succeed on DC 17 Strength (Athletics) check to break free.
- Baalzebul uses half his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and three-quarters cover when at 20 feet.
Regional Effects
The region containing Baalzebul’s lair is corrupted by his presence, which creates one or more of the following effects:
- Within 1 mile of Baalzebul’s lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as difficult terrain.
- Within 2 miles of the lair, the air is filled with buzzing flies. Any creature that finishes a short or long rest in this area must succeed on a DC 22 Wisdom saving throw or derive no benefit from the rest.
If Baalzebul dies, the effects fade over the course of 1d10 days.
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