Death Throes. When Belaphoss dies, he explodes, and each creature within a 100-foot-radius sphere centered on him must make a DC 22 Dexterity saving throw, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys Belaphoss’s weapons.
Fire Absorption. Whenever Belaphoss is subjected to fire damage from other sources than his own, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Fire Aura. At the start of each of Belaphoss’s turns, each creature within 60 feet of him of his choice takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Belaphoss or hits him with a melee attack takes 10 (3d6) fire damage.
Flame Mastery. When Belaphoss deals fire damage, he ignores resistance and immunity to such damage. Belaphoss is immune to his own fire damage.
Legendary Resistance (3/Day). If Belaphoss fails a saving throw, he can choose to succeed instead.
Magic Resistance. Belaphoss has advantage on saving throws against spells and other magical effects.
Magic Weapons. Belaphoss’s weapon attacks are magical.
Multiattack. Belaphoss makes two Greataxe attacks and one Whip attack. He can replace an attack with a use of Spellcasting.
Greataxe. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) slashing damage, plus 10 (3d6) fire damage. If the target has at least one head and Belaphoss rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) slashing damage from the hit.
Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 23 Strength saving throw or be pulled up to 25 feet towards Belaphoss.
Abyssal Storm (Recharge 5–6). Belaphoss surrounds himself with explosive fire that fills a 60-foot-radius sphere centered on him and spreads around corners. Each creature in the fire must make a DC 22 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage, is pushed 30 feet directly away from Belaphoss, and is knocked prone on a failed save, or half as much damage and is not pushed nor knocked prone on a successful one. Belaphoss is immune to this damage. Objects in the area are subject to it, and the fire ignites flammable objects in the area that aren’t being worn or carried.
Spellcasting. Belaphoss casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: darkness, detect magic, detect thoughts, fireball, major image
3/day each: banishment, dispel magic, fire storm, mirror image, mislead, polymorph, scrying (as an action), telekinesis, wall of fire
1/day each: dominate monster, power word stun, teleport, time stop
Summon Demons (1/Day). Belaphoss summons one of the following demons: 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, one marilith or goristro. A summoned demon appears in an unoccupied space within 60 feet of Belaphoss, acts as an ally of Belaphoss, and can't summon other demons. It remains for 1 minute, until it or Belaphoss dies, or until Belaphoss dismisses it as an action.
Teleport. Belaphoss magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Change Shape. Belaphoss magically transforms into any Humanoid, Devil or Beast, while retaining his game statistics (other than his size). This transformation ends if Belaphoss is reduced to 0 hit points or if he uses a bonus action to end it.
Belaphoss 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. Belaphoss regains spent legendary actions at the start of his turn.
Abyssal Magic. Belaphoss uses Spellcasting or Teleport.
Whip Strike. Belaphoss makes a Whip attack.
Flaming Pillars (Costs 2 Actions). Belaphoss creates up to four 10-foot-radius, 30-foot-high cilynders of abyssal fire centered on four different points he can see within 150 feet of him. A creature can only be affected by one pillar. Each creature inside the areas of the pillars, must make a DC 22 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.
Frightful Presence (Costs 2 Actions). Each creature of Belaphoss choice that is within 120 feet of him and is aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bephaloss's Frightful Presence for the next 24 hours.
Description
Belaphoss.
Belaphoss the Mad is an ancient and powerful balor with ambitions to godhood. Called the Left Hand of Demogorgon, the Devourer of Hope, and the Warlord of the Gibbering Hordes, he has long waged war across the Abyss.
As a lieutenant of Demogorgon, Belaphoss commands significant demon armies and demands loyalty from all his servants. As crafty as he is powerful, he often masquerades as a devil or a benign spirit to lure mortals into pacts designed to fulfil his own plans—after which he betrays his unwitting followers at his own whim. Belaphoss often gathers such servants through dreams and nightmares, using them to set his centuries-old plans into motion.
Belaphoss styles himself more civilized and cunning than other balors. He has served Demogorgon for eons, leading the hordes of the Prince of Demons into battle against the armies of Graz’zt and Orcus. However, this service has all been part of a calculated plan to one day turn against Demogorgon—and become lord of the Gaping Maw in his stead.
The demon Belaphoss is a multihorned balor who wields a deadly weapon: a greataxe wreathed in flame that has a flaming whip attached to the base of its haft.
Belaphoss’s lair is in the Gaping Maw—the abyssal layer that is home to Demogorgon. As a lieutenant of Demogorgon, Belaphoss controls countless minions of the Prince of Demons. His lair is a realm of chaos and duplicity, where he encourages those beneath him to rise among the ranks in whatever way possible, short of challenging his dominion. Those that do challenge the balor find their advancement halted—normally in a prolonged and torturous manner.
Lair and Lair Actions
Belaphoss’s Lair
The balor Belaphoss, honored agent of Demogorgon and perhaps the demon best positioned to inherit his widespread domain, dwells within one of the largest pinnacle systems of the Gaping Maw, the Claws of Belaphoss. The upper portions of his demesne teem with flying vrock patrols, while the balconies of the Claws themselves are crowded with the hezrous, glabrezus, and succubus’s/succubi who serve as Demogorgon's most potent invasion force. While the lower portions spans thousands of feet below the abyssal waters of the Gaping Maw. Belaphoss himself bears a huge conch like shell known as the Horn of the Sea Mother, whose dolorous peals are capable of calling and enraging all of the layer's enormous aquatic inhabitants.
Lair Actions
On initiative count 20 (losing initiative ties), Belaphoss can take a lair action to cause one of the following magical effects; Belaphoss can’t use the same effect two rounds in a row:
Abyssal Command. Belaphoss casts command on up to four creatures he can see within 60 feet of him.
Enrage Aquatic Creatures. Belaphos blows on the Horn of the Sea Mother, causing every creature with a natural swimming speed and has an intelligence of 8 or lower within 300 feet of Belaphoss that can hear the horn to be supernaturally enraged unless they succeed on a DC 22 Wisdom saving throw. On a faliure the creatures become hostile to any creature other than Belaphoss or creatures of Belaphoss’s choice. The creatures can attempt a new saving throw at the end of each minute, ending it on a success.
Pillar of Abyssal Flame. Belaphoss causes a 10 foot wide and long pillar of abyssal flame that is 60 foot tall to apear and originate in a space he can see within 120 feet of him. Each creature inside the area, must succeed on a DC 21 Dexterity saving throw, or take 21 (6d6) fire damage, or half as much on a successful one.
Regional Effects
The region containing Belaphoss’s lair is warped by his magic, creating one or more of the following effects:
Abyssal Disipline. Any demon within 1 mile of the lair that is loyal to either Demogorgon or Belaphoss is immune to being either charmed or frightened.
Demonic Howling. Creatures within 6 miles of Belaphoss’s lair hears constant demonic howling that originates from his lair. Any creature that attempts to rest other than a demon or a creature that serves either Demogorgon or Belaphoss that hears this howling must succeed on a DC 15 Wisdom saving throw or lose all benefits from that rest.
Madness of Belaphoss. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 21 Wisdom saving throw or descend into a madness determined by the Madness of Belaphoss table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hour.
Madness of Belaphoss. If a creature goes mad in Belaphoss’s lair or within line of sight of the demon, roll on the Madness of Belaphoss table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-20 | “I care not for others; my mad goals are all that matters.” |
| 21-40 | "This world would look better with a bit more chaos mixed in, and I’m the perfect person to introduce it.” |
| 41-60 | “If anyone even looks at me wrong, I’ll cut them down where they stand!” |
| 61-80 | “I’m terrified of sleep. Sleep is when I die. Sleep is when I do terrible things. Sleep is when the nightmares come . . .” |
| 81-00 | “I have an undeniable urge to study all things demonic. Lore, rumors, magic—I need it all.” |
Previous Versions
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