Huge Fiend (Demon), Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 185 (30d8 + 60)
Speed 30 ft., Fly 15 ft.
STR
26 (+8)
DEX
16 (+3)
CON
22 (+6)
INT
17 (+3)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws STR +15, CON +13, CHA +12
Skills Athletics +4, Insight +4, Intimidation +4, Perception +4
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Fire
Senses Passive Perception 21
Languages Common, Abyssal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Truesight. 120 ft.

Legendary Resistance (3/day). When Belcheresk fails a saving throw, he can choose to succeed instead.

 

Actions

Multiattack. Belcheresk makes two attacks with his fire sword or fire whip.

Fire Sword. Melee Weapon Attack: +6 to hit, reach 10ft., 1 target. Hit: 15 (2d8 + 8) piercing damage and 2d6 fire damage.

Fire Whip. Melee Weapon Attack: +6 to hit, reach 30 ft., 1 target. Hit: 16 (2d10 + 8) slashing damage and 2d6 fire damage.

Ram. Melee Weapon Attack: +3 to hit, reach 30ft., any target within a straight line 5ft across. Hit: 14 (2d12 + 8) bludgeoning Damage.

Legendary Actions

Belcheresk can take 1 legendary action, choosing from the options below. Legendary action regains at the start of his turn.

Attack. Belcheresk makes a Fire Sword or Fire Whip attack

Move. Belcheresk moves up to half his speed. 

Fire Storm. A storm made up of sheets of roaring flame appears in a location you choose within range within a 10ft area. Each creature in the area must make a Dexterity saving throw. It takes 7d10 Fire Damage on a failed save and half as much damage on a successful one.

 

Description

The creature is a large scaled demon. He has two elongated horns, one of them was cut in half. Large bat-like wings. Fire-orange eyes and a mouth full of teeth. He has a fire sword in his right hand and a fire whip in his left hand. Belcheresk is the right hand man of Demogorgon. He stays in the 88th layer of the Abyss in Demogorgon’s Palace.

Lair and Lair Actions

Belcheresk can do his lair action at the start of every turn.

Lair Actions

Belcheresk’s lair is dark and at the bottom of a cave, which creates one or more of the following effects:

  • Belcheresk can make extreme darkness. So dark, those with Darkvision can’t even see 5ft in front of them. The players must make a DC15 Constitution saving throw. On a failed throw, the player is frightened.
  • Belcheresk can stomp his feet and cause rocks to fall everywhere. All characters in the room, even Belcheresk must make a DC15 Dexterity saving throw. On a failed throw, the player take 2d10 bludgeoning Damage. 

Habitat: Underdark

Matticus321

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