Lord of the Flies: Baalzebul's mere presence is enough to summon swarms of demonic flies that constantly surround him. Any creature within 30 feet of Baalzebul must make a DC 24 Constitution saving throw at the start of its turn or take 21 (6d6) poison damage and be poisoned for 1 minute.
A successful save halves the damage and negates the poison effect. In addition, any swarm of insects within 1 mile of Baalzebul is automatically under his control and will follow his commands without question.
Multiattack: Baalzebul can make three attacks: two with his claws and one with his bite.
Claw: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 38 (4d10+10) slashing damage.
Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 42 (4d12+10) piercing damage and the target must make a DC 25 Constitution saving throw or become poisoned for 1 minute.
Stinger: Ranged Weapon Attack: +19 to hit, range 30 ft., one target. Hit: 46 (4d12+10) piercing damage and the target must make a DC 25 Constitution saving throw or take 42 (12d6) poison damage.
Insect Swarm: As an action, Baalzebul can summon a swarm of demonic flies to attack his enemies. Each creature within a 30-foot radius must make a DC 25 Constitution saving throw or take 42 (12d6) poison damage and be poisoned for 1 minute. A successful save halves the damage and negates the poison effect.
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Infernal Gaze: Baalzebul can use his bonus action to fix his gaze on a single target within 60 feet that he can see. The target must make a DC 24 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 a success.
Hellfire Aura: Baalzebul can use his bonus action to activate his Hellfire Aura, which surrounds him in a 30-foot radius. Any creature that starts its turn within the aura or enters it for the first time on its turn must make a DC 24 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. This aura lasts for 1 minute or until Baalzebul dismisses it as a bonus action.
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Fly Swarm: When Baalzebul takes damage from a melee attack, he can use his reaction to summon a swarm of demonic flies to swarm the attacker. The attacker must make a DC 24 Constitution saving throw or take 21 (6d6) poison damage and be blinded for 1 minute. A successful save halves the damage and negates the blindness effect.
Flyby: When Baalzebul is targeted by a ranged attack, he can use his reaction to fly up to his speed in any direction without provoking opportunity attacks.
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Flyby Attack: Baalzebul uses his incredible speed to swoop in and make a quick attack against a creature. He moves up to his speed without provoking opportunity attacks and makes a claw attack at a creature within his reach.
Hellfire Breath: Baalzebul exhales a blast of hellfire in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Summon Fiends: Baalzebul summons 1d4 barbed devils or bearded devils to fight by his side. These creatures appear within 60 feet of Baalzebul and can act immediately after he uses this legendary action.
Baalzebul can use one legendary action at the end of another creature's turn, and he regains all spent legendary actions at the start of his turn.
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Corrupting Aura: Baalzebul can emit a corrupting aura in a 30-foot radius around him. All creatures within the aura must make a DC 20 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 a success. In addition, any good-aligned creature that starts its turn in the aura takes 21 (6d6) necrotic damage.
Hellish Summoning: Baalzebul can summon a group of demons to aid him in battle. He can choose any combination of demons with a total challenge rating of 20 or less, and they appear in unoccupied spaces within 60 feet of him. The demons are friendly to Baalzebul and obey his commands for 1 hour or until they are slain. After using this mythic action, Baalzebul can't use it again for 24 hours.
Infernal Blast: Baalzebul can unleash a blast of infernal energy in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one. In addition, any flammable objects in the area that aren't being worn or carried are ignited.
Abyssal Transformation: Baalzebul can transform himself into a more powerful demon form, gaining new abilities and increased strength. His size increases to Huge, and he gains 100 temporary hit points. His claw and bite attacks now deal an additional 2d10 necrotic damage, and his stinger attack now deals an additional 2d8 poison damage. He also gains the ability to cast the following spells once each: blight, contagion, and dominate monster. The transformation lasts for 1 minute, after which Baalzebul reverts to his normal form and can't use this mythic action again for 7 days.
Lair and Lair Actions
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Foul Atmosphere: The air in the lair becomes thick with toxic fumes, making it difficult for creatures to breathe. All creatures within the lair must make a DC 20 Constitution saving throw or become poisoned for 1 minute. A successful save negates the poisoned effect.
Swarm of Flies: Baalzebul summons a swarm of demonic flies to harass his enemies. All creatures within a 30-foot radius of Baalzebul must make a DC 20 Dexterity saving throw or take 3d6 piercing damage and be blinded for 1 minute. A successful save halves the damage and negates the blindness effect.
Corruption of the Land: The ground in the lair becomes corrupted by Baalzebul's infernal power, causing it to become difficult terrain for non-demon creatures. Additionally, any non-demon creature that starts its turn in contact with the ground takes 2d6 necrotic damage.
Summon Lesser Demons: Baalzebul calls forth 1d4 lesser demons to aid him in battle. The demons appear within 30 feet of Baalzebul and act immediately after him in initiative order.
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