Large Fiend (Devil), Lawful Evil
Armor Class 20 natural armor
Hit Points 110 (110d20)
Speed
STR
1 (-5)
DEX
25 (+7)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +11, CON +7, INT +8, WIS +9, CHA +8
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 22
Languages all, telepathy 120 ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Evasion.  If Beelzebub is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Beelzebub instead takes no damage, if he succeeds on his saving throw, and only half damage if he fails.

Fleet Wings.  Beelzebub can take the Dash action as a bonus action on each of his turns.

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

Magic Weapons.  Beelzebub's weapon attacks are magical.

Actions

Multiattacks.  Beelzebub makes two talon attacks and a sting attack.  He can replace one talon attack with a Gluttonous Mandibles attack.

Talons.  Melee Weapon Attack:+14 to hit, reach 0 ft, one target whose space Beelzebub occupies.  Hit: 17 (3d4 +7) piercing damage.

  • Sting.  Melee Weapon Attack: +14 to hit, reach 0 feet, one target whose space Beelzebub occupies, Hit: 20 (2d12+ 7) piercing damage plus 6 (1d12) necrotic damage, and Beelzebub chooses one of the following additional affects:
  • The target must make a DC 18 Constitution saving throw, taking an additional 26 (4d12) necrotic damage on a failure, or half as much on a success.
  • The target must succeed on a DC 18 Wisdom saving throw or be poisoned until the end of its next turn.  While it is poisoned this way, it is also blinded and deafened.
  • The target must succeed on a DC 18 Charisma saving throw or become charmed by Beelzebub until the end of its next turn on a failure.  Additionally, Beelzebub can force it to immediately make a melee attack against a creature within reach.

Guttonous Mandibles.  Melee Weapon Attack: +14 to hit, reach 0 feat , one target whose space Beelzebub, occupies.  Hit: 12 (2d4 + 7) slashing damage and if the target is a creature, Beelzebub regenerates that hit points equal to the damage suffered.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Beelzebub can take 3 legendary actions, choosing from the options below.  only one legendary action 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 his turn.

  • Fly.  Beelzebub moves up to his fly speed.
  • Talons.  Beelzebub makes a talons attack.
  • Lord of the flies (Costs 2 Actions).  Beelzebub chooses any number of creatures he can see within 60 ft of himself that he has dealt damage to with his sting attack during the last 1 minute.  From each of those creatures a swarm of wasps bursts.   
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devil

Mooseboy997

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