Devil's Sight. Magical darkness does not impede Beelzebub’s darkvision.
Innate Spellcasting. Beelzebub’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: Acid Arrow, Detect Evil and Good, Detect Magic, Detect Thoughts, Giant Insect, Invisibility (self only), Stinking Cloud
3/day each: Animate Dead, Contagion, Dispel Magic, Hold Monster, Insect Plague, Mirror Image, Mislead, Teleport, Vitriolic Sphere
1/day each: Plane Shift (self only), Programmed Illusion
Legendary Resistance (3/Day). If Beelzebub fails a saving throw, he can choose to succeed instead.
Magic Resistance. Beelzebub has advantage on saving throws against spells and other magical effects.
Magic Weapons. Beelzebub’s weapon attacks are magical.
Regeneration. Beelzebub regains 20 hit points at the start of each of her turns. If he takes radiant damage, this trait does not function at the start of his next turn. Beelzebub dies only if he starts his turn with 0 hit points and does not regenerate.
Starving Aura. Any creature of Beelzebub’s choice that starts its turn within 60 feet of him must succeed on a DC 24 Wisdom saving throw. On a failed save, the creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal. They must use their action on this turn to eat something unusual. If a creature's saving throw is successful, the creature is immune to Beelzebub’s Starving Aura for the next 24 hours.
Multiattack. Beelzebub uses Lord of Flies if available. He then makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage. On a hit, the target must succeed on a DC 20 Constitution saving throw. On a failed save, the target takes 28 (8d6) poison damage and is poisoned for one minute. On a successful save, a target takes half damage and is not poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Beelzebub magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Lord of Flies (Recharge 5–6). Beelzebub can magically summon 2d4 swarms of flies, using the Swarm of Insects (Wasps) stat block. A summoned swarm of flies appear in an unoccupied space within 120 feet of Beelzebub, rolls its own initiative, acks as ally of Beelzebub, and obeys his spoken commands. A swarm of flies remains until it dies, Beelzebub dies, or until he dismisses them as a bonus action.
Toxic Spew (Recharge 5–6). Beelzebub sprays out a toxic black slime in a 60–foot line that is 5 feet wide. Each creature in that line must succeed on a DC 22 Dexterity saving throw. On a failed save, a target takes 45 (10d8) acid damage, and the target is restrained until the end of Beelzebub’s next turn. On a successful save, a target takes half damage and is not restrained. A target restrained in this way, can use its action to make a DC 22 Strength ability check, breaking free on a success. If a target ends its turn restrained in this way, it takes 22 (5d8) acid damage.
Summon Devil (1/Day). An archdevil chooses what to summon and attempts a magical summoning. An archdevil summons 5d4 Spined Devil, 4d4 Barbed Devil, 3d4 Bone Devil, 2d4 Erinyes, or 1d4 Pit Fiend. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other devils. It remains until it dies, its summoner dies, or until its summoner dismisses it as an action.
X–Ray Vision (1/Day). Beelzebub focuses his vision, giving him the ability to see into and through solid matter for 10 minutes. This vision has a radius of 30 feet. To Beelzebub, solid objects within that radius appear transparent and do not prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Cunning Flyer. While flying, Beelzebub can take the Dash, Disengage, or Dodge actions as a bonus action.
Shapechanger. As a bonus action, Beelzebub can polymorph into the form of a fly (using the Pollenella the Honeybee stats), or back into his true form. While in the form of a fly, he retains his Intelligence, Wisdom, and Charisma scores, all other stats are that of the flies. Any equipment he is wearing or carrying is absorbed or fall off, Beelzebub’s choice.
Beelzebub 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. Beelzebub regains spent legendary actions at the start of each of his turns.
At–Will Spell. Beelzebub casts one of his “At–Will” spells, from his Innate Spellcasting list.
Teleport. Beelzebub uses his Teleport action.
Summon Flies (Cost 2 Actions). Beelzebub recharges Lord of Flies and uses it.
Cast a Spell (Costs 1–3 Actions: Optional Spellcasting Only). Beelzebub expends a spell slot to cast a 1st–, 2nd–, or 3rd–level spell that he has prepared on his Optional Spellcasting list. Doing so costs 1 legendary action per level of the spell.
Description
Archdevil of Gluttony, Lord of the Flies, Festering One, Beelzebub ruler of the 4th circle of Hell.
Beelzebub resembles a humanoid shaped fly, standing over 8 feet tall, with huge yellow insect eyes, and four insect wings. He wears a set of dark blue carapace armor, wielding a curved greatsword.
Beelzebub is Lucifers most trusted adviser, and acks as his second in command of Hells forces. Beelzebub is a tactical genius. He will have his enemies flanked before they even realize there is a battle. He will blind his prey with swarms of flies, just so he can stab them in the back. He is not one to be underestimated.
Armies of Hell. Beelzebub commands 80 legions of Barbed Devil, 130 legions of Bearded Devil, 80 legions of Erinyes, 72 legions of Horned Devil, 12 legions of Ice Devil, 18 legions of Orthon, 20 legions of Pit Fiend, 45 legions of Spined Devil, and 60 Battle Balloon fleets.
Well–Guarded. Beelzebub is never far from his personal guard of 3 (1d6) Pit Fiend.
Optional Spellcasting
Beelzebub is extremely intelligent and would see the benefit of learning wizard spells. To the GM’s discretion, if you want to up the difficultly, then the following spell list is available for Beelzebub to use.
Spellcasting. Beelzebub is a 17th–level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Beelzebub has the following wizard spells prepared:
Cantrips (at will): Control Flames, Fire Bolt, Mage Hand, Minor Illusion, Ray of Frost,
1st level (4 slots): Absorb Elements, Charm Person, Grease, Magic Missile, Shield
2nd level (3 slots): Arcane Lock, Blindness/Deafness, Web
3rd level (3 slots): Counterspell, Haste, Lightning Bolt
4th level (3 slots): Banishment, Blight, Greater Invisibility
5th level (2 slots): Cone of Cold, Modify Memory, Telekinesis
6th level (1 slot): Contingency, Disintegrate, Guards and Wards
7th level (1 slot): Forcecage, Prismatic Spray
8th level (1 slot): Abi Dalzim’s Horrid Wilting, Incendiary Cloud
9th level (1 slot): Gate, Invulnerability
Cult of Beelzebub
Beelzebub’s cultist gives sacrifices to him by committing acks of cannibalism.
To the GM’s discretion, Beelzebub is able to be the patron for NPCs or PCs, giving them access to the following: Cleric (Arcana Domain, Death Domain, War Domain), Paladin (Oathbreaker), Warlock (The Fiend), or Illrigger.
Boon of Gluttony. To the GM’s discretion, Tiamanicus is able to grant his most loyal followers with the Boon of Fraud. A creature blessed with this boon gains the following:
- Ability Score Improvement. The cultist’s Intelligence score increases by 2, and its Dexterity score increases by 1.
- Bonus Skills. The cultist gains proficiency in the Arcana skill, plus two other skills of their choice.
- Spell. The cultist can cast the Magic Missile spell as a 1st–level spell, a number of times equal to its Proficiency bonus. The cultist regains all expended uses of this ability when it completes a long rest. The cultist uses Intelligence for its spellcasting ability for this spell.
Archdevils of Sin
At the top of the hierarchy in Hell stand the archdevils, an elite covenant of devils, one for each of the thirteen circles of Hell. Each one given their power and position by Lucifer himself. The thirteen circles of Hell are named in order: Limbo, Pride, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, Wrath, Sloth, Treachery, and Envy.
Favor in Hell shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.
Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of Hell, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil cannot fulfill its own wish.
Power Over Hell
Archdevil’s are the masters of their own circle of Hell granting them power over it. To use any of these abilities, the archdevil must be on their own circle of Hell, and can only target an area, creature, or object on their circle with these abilities.
All Seeing. The archdevil can cast the Scrying spell, requiring no spell components, naming any person or place within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.
Control Weather. The archdevil can cast the Control Weather spell, requiring no spell components. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.
Knowledge. The archdevil can cast the Legend Lore spell, requiring no spell components, naming any person, place, or object within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.
Manipulate Hell. Each archdevil rules over their own circle of Hell and are able to transform the landscape as they desire. The archdevil can spend 10 minutes concentrating (as if concentrating on a spell) on an area they can see no larger than 5 square miles and reshape the landscape. No matter can be created or destroyed using this ability. The archdevil cannot affect creatures with this ability, only the landscape on their circle of Hell. The archdevil can create nonmagical plants that are not a creature, such as a tree or shrub, but no other form of life can be created.
Some examples of what this ability allows the archdevil to do are: turning a field of rocks into rolling hills of grasslands, summoning jagged spikes of glass from the ground, transform a sea from water into sand, or carve out a canyon.
Lair and Lair Actions
Circle of Gluttony
The circle is populated mostly by the gluttonous devils, great landscapes that are made of living organs, violent swarms, mud, piles of waste, raining biol, pools of acid, and giant worms with insatiable appetites. The air in Gluttony is a disgusting mix of methane, rot, offal, and sewage. The circle of Gluttony is dimly lit by a sickly green glow.
Many disgusting and evil creatures reside on the circle of Gluttony, for example: Hellwasp, Lemure, Nupperibo, Oinoloth, Diseased Giant Rat, Giant Centipede, Giant Fly, Giant Rat, Giant Wasp, Swarm of Insects (all variants), Swarm of Maggots, Swarm of Rats, Swarm of Rats (Diseased Variant), Swarm of Rot Grubs, Neo Otyugh, Otyugh, Black Pudding, Purple Worm
Hive
The Hive resembles a flying massive hornet nest the size of mountain. Beelzebub can cause the Hive to magically fly (no action required) at 15 miles per hour (360 miles per day). The inside of the Hive is a maze of hallways, arcane workshops, prison cells, alchemy labs, and barracks. Beelzebub’s main throne room is a large assembly hall, about 150–feet long, 50–feet wide, and 50–feet up to the ceiling. The walls are mostly large outward facing windows intersected with several load barring pillars.
The Hive is protected by 5 (2d4) Fiendish Battle Balloons, with full crew. Each Fiendish Battle Balloon has a crew of 10 Imp, 12 Spined Devil, 5 Bone Devil, and one Erinyes (Summoner Variant).
Lair Action
Beelzebub’s lair is the entire circle of Gluttony. However, depending on where he is when encountered, will determine what lair actions he can take.
Lair Action: Outside the Hive
On initiative count 20 (losing initiative ties), Beelzebub takes a lair action to cause one of the following effects: Beelzebub cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Acidic Filth. Acidic waist erupts from a point on the ground Beelzebub can see within 150 feet of him, creating a 30–foot–high, 5–foot–radius geyser. Each creature in the geyser’s area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) acid damage. On a successful save, a creature takes half damage.
- Insect Cloud. A cloud of swarming insects fills a 30–foot–radius sphere centered on a point Beelzebub chooses within 150 feet of him. The cloud spreads around corners and remains until Beelzebub dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature that starts its turn in the cloud or enters the cloud for the first time on its turn, must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) piercing damage. On a successful save, a creature takes half damage.
- Scatter and Flank. Beelzebub targets up to five creatures he can see within 300 feet of him. An unwilling creature must succeed on a DC 20 Charisma saving throw. On a failed save, a creature along with whatever it is wearing and carrying, teleports to an unoccupied space of Beelzebub’s choice within 300 feet of him. That space must be on the ground or on a floor.
- Slime. A 60–foot square area of ground within 150 feet of Beelzebub becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Toxic Fumes. Poisonous gases form a cloud in a 20–foot–radius sphere centered on a point Beelzebub can see within 150 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 20 Constitution saving throw. On a failed save, a creature is poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Cast Spell (Optional Spellcasting Only). Beelzebub cast a spell of 2nd–level or lower from his Optional Spellcasting list, without expending a spell slot.
Lair Action: Inside the Hive
On initiative count 20 (losing initiative ties), Beelzebub takes a lair action to cause one of the following effects: Beelzebub cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Absorb Vitality. Beelzebub draws power from the hive around him to heal. When he does so, he regains 27 (6d8) hit points.
- Insect Cloud. A cloud of swarming insects fills a 30–foot–radius sphere centered on a point Beelzebub chooses within 150 feet of him. The cloud spreads around corners and remains until Beelzebub dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature that starts its turn in the cloud or enters the cloud for the first time on its turn, must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) piercing damage. On a successful save, a creature takes half damage.
- Scatter and Flank. Beelzebub targets up to five creatures he can see within 300 feet of him. An unwilling creature must succeed on a DC 20 Charisma saving throw. On a failed save, a creature along with whatever it is wearing and carrying, teleports to an unoccupied space of Beelzebub’s choice within 300 feet of him. That space must be on the ground or on a floor.
- Slime. A 60–foot square area of ground within 150 feet of Beelzebub becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Wasp. Beelzebub magically summons a Hellwasp. A Hellwasp appears in an unoccupied space within 120 feet of Beelzebub, acts as Beelzebub’s ally, and cannot summon other creatures. A Hellwasp remains until Beelzebub dies or until he dismisses it as an action.
- Cast Spell (Optional Spellcasting Only). Beelzebub cast a spell of 2nd–level or lower from his Optional Spellcasting list, without expending a spell slot.
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