Huge Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 406 (28d12 + 224)
Speed 10 ft., Burrow 30 ft., Climb 10 ft.
STR
3 (-4)
DEX
4 (-3)
CON
26 (+8)
INT
28 (+9)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +17, WIS +16, CHA +18
Skills Deception +18, Insight +16, Intimidation +18, Persuasion +18
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. Baalzebul’s innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:

At will: animate dead, charm person, detect magic, detect evil and good, invisibility (self only)

3/day each: dispel magic, dominate person, giant insect, insect plague

1/day each: divine word, dominate monster, symbol (insanity and pain only)

Legendary Resistance (3/Day). If Baalzebul fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Baalzebul's weapon attacks are considered magical

Putrid Stench.  Any creature other than a devil that starts its turn within 20 feet of Baalzebul must make a DC 24 Constitution saving throw. On a failed save, a creature takes 16 (3d10) poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t poisoned.

Regeneration. Baalzebul regains 25 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Baalzebul uses his Debilitating Gaze and makes two Decaying Touch attacks.

Decaying Touch. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 32 (5d8 + 10) necrotic damage.

Debilitating Gaze. Baalzebul fixes his gaze towards a creature he can see within 120 feet of him. The target must make a DC 26 Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way deals half damage with weapon attacks that use Strength, and it has disadvantage on ability checks and saving throws that rely on Strength. A creature can repeat the saving throw at the end of each of its turns, ending the effects on a success

Belch of Flies (Recharge 5–6).  Baalzebul vomits a mass of flies in a 90 foot cone in front of him. Each creature in the cone must make a DC 24 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. Baalzebul gains 10 temporary hit points for each creature that failed the save.

Teleport. Baalzebul magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Baalzebul 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. Baalzebul regains spent legendary actions at the start of her turn.

Insect Shroud (Costs 2 Actions). If Baalzebul has any temporary hit points granted from his Belch of Flies action, he can reduce his temporary hit points to 0 and cause each creature within 20 feet of him to make a DC 24 Constitution saving throw. On a failed save, a creature takes 22 (4d10) poison damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone

Teleport. Baalzebul uses his Teleport action.

Previous Versions

Name Date Modified Views Adds Version Actions
12/16/2022 2:54:40 AM
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Monster Tags: Devil

Le_TonkTonk

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