Large Celestial (Devil), Lawful Evil
Armor Class 23 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., Fly 150 ft.
STR
30 (+10)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +17
Skills Deception +14, Intimidation +14, Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Infernal Weapons. Baalshamon can summon a greatsword or barbed whip whose attacks are magical. When Baalshamon hits with either weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).

Devilish Awareness. Baalshamon knows if he hears a lie.

Innate Spellcasting. Baalshamon's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only), wish (grant to others only)

3/day each: plane shift, banishment, antimagic field

1/day each: gate, conjure elemental

Magic Resistance. Baalshamon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Baalshamon makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic damage.

Barbed Whip. Melee Weapon Attack: +13 to hit, range 30 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

 

Legendary Actions

Baalshamon 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. Baalshamon regains spent legendary actions at the start of its turn.

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 600 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). Baalshamon emits magical, infernal energy. Each creature of its choice in a 20-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Baalshamon targets one creature he can see within 60 feet. If the target can see Baalshamon, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Lair and Lair Actions

Baalshamon lives in a octagon tower made of glowing pale red stone. The tower is 120' in height and each of its 8 walls are 20 feet long. Only one means of entry into the tower exist. A single door made of what appears to be ruby. The tower itself moves from plane to plane once every 9 days. Any who enter it cannot leave by any means until they have participated in each of the nine games at least one time. The tower is immune to all forms of attack and magic. 

The games are played by passing through a door set in a stone frame at the center of the chamber. The chamber has ambient light but the corners are shadowed so darkly that they seem to be pits into the void of nothing. If Detect good/evil is cast, the room and all of its contents radiate with a strong aura of evil. Upon the door is a dial numbers 1-10. The dial can be turned manually with a strength of 14 or higher. The GM will roll 1d10 to determine what number the door is set to at the start of any encounter. The number ten cannot bet set until all 9 of the other rooms are explored. Each number allows the door to open into a new game room. The game rooms follow. 

1. Devil Chess: (A normal chess set is required to play this room) The door opens into a hallway with 8 doors on opposite walls. Each door will only allow two people to pass through them before becoming magically sealed. Once the last character passes out of the hallway the game shall begin. The game is played just like a real game of chess but this is only a representation for helping the players recognize things. Whomever went through door 4 is the king. If no one entered door 4, whomever entered last in placed in the king position. Only the king can move pieces. The pieces spaces on the players team are empty unless someone walked through the corresponding door. The first person through the door takes the back position and the second one through the same door takes the pawn position in front. The other team is made up of the following: Pawns (Spined Devils), Rook (Ice Devil), Knight (Chain Devil), Bishop (Bone Devil), Queen (Erinyes), King (Bearded Devil). The game is played as a normal game of chess until one or the other king is dead. Characters cannot do anything other than communicate while within their square. When the king orders someone to move, the are compelled to move to the square they must enter. If occupied, they must battle for the square. All battles are to the death. The moment a king is killed, all members of his team die are transported to one of the nine hells where they will awaken naked in a prison cell. 

2. Three card draw (A deck of playing cards is required to play this room) The door opens upon a large 40x40 room. At the center of the room is a card table. A number of seats equal to the number of characters entering are on one side of the table. On the other side of the table is the dealer. A beautiful Medusa. She wears a visor made of ruby that covers her eyes. All are safe who gaze upon her unless she removes the visor. She welcomes all to come and play a game. The game is simple. Each character who sits must ante up. The ante is 1 magic item. Any will do including a potion but scrolls and books are not allowed. Once the antes are in three cards are dealt to each player. The players will then be allowed to raise the stakes and/or discard 1-3 cards. If choosing to raise the character must put up a second magic item. Hands are replenished to a full three. To win the game (the rules are not explained), the character must have one of the following hands. Three cards of the same suit. Three of a kind. Three consecutive cards. All other hands lose. Winning hands get one random roll on Magic Item Table F. If the character made a raise a second roll is made on Magic Item Table G. If the character looses, then his item vanishes forever. If the Medusa is attacked she will fight to the death. On the third turn of combat four Barbed Devils will teleport into the room to assist her. Characters may play as many times as they have magic items to lose.

3. The Mirror: This door opens into a 40x40 room that is full of beautiful furniture. There is a table with food and drink with is both refreshing but also will full heal all injuries of those who partake. A finely adorned bed is comfortable to sleep in as well. In one corner of the room is a large cabinet. It is made of ebony and carved into its surface are numerous magical marks. An arcane skill test DC10 will recognize the marks as wizards sigils many that belong to famous but dead wizards of old. If the cabinet is opened it reveals a large mirror 8'wide x 10' tall. Whomever is looing into the mirror will notice that all of the characters in the room are standing there looking back at him. Even if they are nowhere near the mirror. If the mirror is touched battle begins. The characters in the room must fight their mirror selves. The mirror selves will utilize the characters skills and abilities to maximize harm. Only when the mirror selves are defeated can anyone exit the room. 

4. The Wheel of Rewards: This room contains a Carnival Wheel with the numbers 1-20 upon it. 20 large boxes with corresponding numbers also exist. Any item placed in the box is gambled on the wheel. If the wheel lands on the number 1d10 duplicates of the item bet appear. If not, the bet is lost. Artifacts and unique items cannot be bet and will be rejected by the box. Otherwise any property may be bet including slaves and livestock. Duplicates of intelligent creatures will be insane and neutral evil. 

5. The Shooting Range: A carnival shooting gallery is here. In the distance at various ranges are moving targets of ducks, rabbits, etc. Characters may make a ranged attack with a weapon (not a spell). If a hit is scored the character gets a prize. A miss however delivers an 8d8 necrotic attack on the character. The attack appears to begin inside of the characters own body. Target range/DC/Prize    50'/14/500 gp gemstone, 100'/18/1000gm gemstone, 150'/22/2500 gp gemstone, 200'/26/5000 gp gemstone, 250'/30/10,000 gp gemstone. The gemstones prizes are perfect specimens of their type.

6. The Maze: Passing through this door puts the characters into an ever changing maze. To get out the characters can work together or separate. If working together the character acting as leader gets to make a insight skill check DC 25 each turn. If successful he finds the way out. If not, everyone takes 8d8 necrotic damage. If working alone, the DC is the same but rolled separately for each character. 

7. The Wheel of Fate: This room contains a Carnival Wheel with the numbers 1-20 upon it. 20 small boxes with corresponding numbers also exist. A table with little chests also sits near by. Each chest has the name of one of the characters. Inside each chest is 6 gemstones. Diamond(strength), Ruby(Dexterity), Emerald(Constitution), Sapphire(Intelligence), Tigers Eye(Wisdom), Agate(Charisma). The number of gemstone in each chest and of each type correspond to the players actual attributes. Characters bet 1 or more gemstones. On a loss they loss 1 point of attribute permanently as per the gemstone bet. If they win, they get 1d4 added to the attribute and gain that number of gemstones. This room kills most who enter or at the very least renders them unable to continue as an adventurer.  

8. The Arena of Monsters: Upon passing through this door the characters find themselves in a giant colosseum. The dimensions of which are 300'x100'. The audience is made up of extraplaner creatures, mostly devils. Roll 1d8 to see what the characters must fight to escape. 1: Deathknight, 2: Adult Black Dragon, 3: 2d4 Fomorians, 4: Storm Giant, 5: Remorhaz, 6: another adventuring party, 7: 2d4 Trolls, 8: Ultraloth. The characters cannot exit the field until their opponent is defeated. 

9. Baalshamon's Dice: The characters enter a room that is lavish. Incense smoke fills the room and a large devil sits upon a throne. He laughs and welcomes all to "Come and Roll Dice with Baalshamon!" Baalshamon grants wishes to any who win but if they loose he takes something of the roller. The way the game is played. Roll 3d6. To win the character must roll a total of 12 or higher. A roll of 18 is a double win. A roll of 3 is a double loss. To make the stakes fair, Baalshamon insists on the wish to be stated before the dice are rolled. The greater the wish the greater the loss or so he says. On a loss roll 2d4 (2: loose a limbs, 3: loose an eye, 4: loose a level, 5: a friend or family member is imprisoned in hell, 6: loose 1d4 magic items, 7: Loose all lands and money, 8: Character is imprisoned somehwere in hell) While regeneration, wishes, etc can restore losses, all things restored will have somekind of evil taint that cannot be removed. A family member brought back from hell might be insane, a regrown limb might be black and pock marked, a restored level will give the character an aura of mistrust, etc Be creative)

To escape the tower, each character must play each game at least one time. Otherwise they are trapped forever. Spell casting is different in the tower too. 
Spells higher than level 3 simply fail. Magic items that duplicate spells higher than level three also fail. Artifacts go dormant inside of the tower. The simply stop working. Spells that allow flight, teleportation, spider climbing, or access extradimensional space fail. Magic items that draw on extradimensional space do not function. A bag of holding for example is just a bag and all items in it prior to entry to the tower are untethered and lost forever. 

 

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Monster Tags: Devil

Baalshamon

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