Aura of Sloth. Any creature of Belphegor’s choice that starts its turn within 60 feet of him must succeed on a DC 21 Constitution saving throw. On a failed save, the creature falls under the effects of the Slow spell until the start of its next turn. Belphegor does not need to concentrate on this ability. If a creature's saving throw is successful, the creature is immune to Belphegor’s Aura of Sloth for the next 24 hours.
Devil's Sight. Magical darkness does not impede Belphegor’s darkvision.
Innate Spellcasting. Belphegor’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Animate Dead, Blindness/Deafness, Detect Magic, Hunger of Hadar, Ray of Sickness, Slow, Speak with Dead, Stinking Cloud, Telekinesis
3/day each: Cloudkill, Contagion, Dispel Magic
1/day each: Plane Shift (self only), Time Stop
Legendary Resistance (3/Day). If Belphegor fails a saving throw, he can choose to succeed instead.
Magic Resistance. Belphegor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Belphegor’s weapon attacks are magical.
Regeneration. Belphegor 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. Belphegor dies only if he starts his turn with 0 hit points and does not regenerate.
Slap. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Spit. Ranged Weapon Attack: +16 to hit, range 60/150 ft., one target. Hit: 22 (4d10) acid damage. On a hit, a target must succeed on a DC 24 Strength saving throw. On a failed save, the target is knocked prone.
Teleport. Belphegor magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Fart (Recharge 5–6). Belphegor releases a massive fart that can be heard 120 feet away. All creatures within 40 feet of Belphegor must succeed on a DC 26 Constitution saving throw. On a failed save, a creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half damage and is not poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sleep Breath (Recharge 5–6). Belphegor exhales sleep gas in a 60–foot cone. Each creature in that area must succeed on a DC 26 Constitution saving throw. On a failed save, a creature falls unconscious for 10 minutes. This effect ends for a creature if the creature takes damage, or someone uses an action to wake it.
Vile Spew (Recharge 5–6). Belphegor vomits out a 60–foot cone of caustic slime. Each creature in the cone must succeed on a DC 26 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) acid damage. On a successful save, a creature takes half 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.
Belphegor 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. Belphegor regains spent legendary actions at the start of each of his turns.
Attack. Belphegor makes one slap or spit attack.
At–Will Spell. Belphegor casts one of his “At–Will” spells, from his innate spellcasting.
Teleport. Belphegor uses his Teleport action.
Description
Archdevil of Sloth, Obese Disease, Undead Sloth, Belphegor rules the 11th circle of Hell.
Belphegor is a fat, greasy, 16–foot tall 30–feet wide disgusting devil. Belphegor’s body is covered in dark–green and black scales as tough as iron. With two large downward sloping horns, green eyes, long greasy hair, hundreds of needle–like teeth, and rotten breath. With short elephant–like legs and long strong arms ending in three clawed fingers.
The only things Belphegor wants to do is drink, eat, and sleep. He sometimes finds pleasure in ordering his servants to torture captured mortals or forcing them to fight each other to the death.
Armies of Hell. Belphegor commands 6 legions of Spined Devil and 2 legions of Bearded Devil.
Well–Guarded. Belphegor is always accompanied by his 10 (3d6) Imp servants. Belphegor is also guarded by 2 (1d4) Death Knight.
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 Sloth
The 11th circle of Hell, is an endless bog of vile pollution, decaying bodies, and rotting marsh, repeatedly drenched by rain, sleet, and hailstorms. The soggy, bone–strewn, disease–ridden swampland makes movement very difficult and is only broken occasionally by serpentine ridges of pumice rock. Oily rain falls down upon the swamps, deserts of mud and oozing black soil, pockmarked by bubbling fumaroles and mud geysers.
The day and night cycle on the circle of Sloth is much longer than that on the Material Plane. The burning sun sits in the sky for about 109 hours, making the days blistering hot and extremely humid. When the sun and moon transition at dawn and dusk, lasting about 11 hours, the circle of Sloth is attacked by devastating rainstorms, hurricane force winds, and bolts of lightning. When night finally comes, it last for about 109 hours and is only dimly lit by a single full moon, making the nights bone–shattering cold, and creating a thick mist making it difficult to see.
The swamps of Sloth filled with hordes of undead most of which are under Belphegor’s control. As well as many other evil creatures, for example: Black Abishai, Hellwasp, Hydroloth, Imp, Lemure, Nupperibo, Spined Devil, Udaak, Diseased Giant Rat, Fiendish Giant Spider, Giant Bat, Giant Centipede, Giant Dragonfly, Giant Rat, Giant Spider, Giant Wasp, Swarm of Bats, Swarm of Insects (all variants), Swarm of Rats, Swarm of Rats (Diseased Variant), Young Black Dragon, Adult Black Dragon, Ancient Black Dragon, Bodak, Ghast, Ghoul, Skeleton, Mummy, Wight, Zombie
Vooloand
Belphegor spends most of his time within his mansion. Belphegor’s mansion is in the center of a small rundown city called Vooloand. The city is built along the side of a large hill with the mansion built at the top. Vooloand is surrounded by a moss and vine covered gray stone wall 60–feet tall 20–feet thick, and dozens of stone watchtowers about 90–feet tall. The main gatehouse has two portcullises and heavy dark ironwood doors. The walls and watchtowers are under constant guard by a small army of Skeleton and Zombie.
All of the buildings in Vooloand are built out of a dark ironwood with moss and other swamp plants growing on them. The roads of Vooloand are slick with mud and slime. Belphegor’s mansion sits at the top and center of Vooloand, made of the same dark ironwood. The mansion looks like at one point it was a fantastic building but is now neglected and rundown. The mansion has rotten wood, several broken windows, creeping vegetation, and a fermenting smell. Belphegor’s mansion is guarded by 11 (2d10) Skeleton, 11 (2d10) Zombie, and one Death Knight.
The city of Vooloand has as a few devils and other evil creatures, for example: Barbed Devil, Bearded Devil, Black Abishai, Bone Devil, Green Abishai, Hydroloth, Imp, Lemure, Nergaliid, Night Hag, Nupperibo, Nycaloth, Oinoloth, Spined Devil, Ultroloth, Green Hag, Lich, Necromancer, Cult Fanatic, Death Knight, Vampire
Lair Actions
The entire circle of Sloth is Belphegor’s lair. On initiative count 20 (losing initiative ties), Belphegor takes a lair action to cause one of the following effects: Belphegor cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Slumber. Dark energy wafts around a target of Belphegor’s choice that he can see within 150 feet of him. The target must succeed on a DC 20 Wisdom saving throw. On a failed save, the target falls unconscious until the start of the next lair action (initiative count 20). The effect on the target ends early if it takes damage or if another creature takes an action to splash it with holy water.
- Summon Undead. The dead rise and fight again. Belphegor summons 9 (2d8) Skeleton and Zombie. A summoned creature appears in an unoccupied space within 150 feet of Belphegor, acts as an ally of him, and cannot summon other creatures. It remains until Belphegor dies, or until he dismisses it as an action.
- Toxic Cloud. Belphegor casts the Stinking Cloud spell (spell save DC 20) three times at its lowest level, targeting different areas with the spell. Belphegor does not need to concentrate on the spells, which last until the start of the next lair action (initiative count 20).
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