Corrosion- Any non-artifact weapons that hit Baalzebul corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5 the weapon is destroyed after dealing damage.
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 magical.
Innate Spellcasting- Baalzebul's spellcasting ability is Intelligence(spell save DC 22). Baalzebul can innately cast the following spells, requiring no material components: At Will: Dispel magic, fireball, Geas, hold monster, insect plague, scrying, suggestion, teleport, 1/day each: disintegrate
Multiattack- Baalzebul makes 3 paralyzing touch attacks.
Paralyzing Touch- Melee Weapon Attack: +16 to hit, reach 10ft., one creature. Hit:31(4d10+9) poison damage. The target must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
(Recharge 5-6) Spit Flies- Baalzebul exhales flies in a 30 foot cone. Each creature in the cone must make a DC 22 Dexterity saving throw, taking 88(6d10) piercing damage on a failed, and half as much damage on a successful one.
Baalzebul can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time at a time and only at the end of another creature's turn. Baalzebul regains spent legendary actions at the start of its turn
Plague of Insects- Baalzebul casts insect plague.
Paralyzing Touch- Baalzebul makes a paralyzing touch attack.
Smother(Costs 2 Actions)- One large or smaller creature within 5 feet of Baalzebul must succeed on a DC 22 Dexterity saving throw or be grappled (escape DC 20). Until the grapple ends, the target takes 17(4d6+3) bludgeoning damage and 14(4d4+4) acid damage at the start of each of its turns. While grappled in this way , the target is restrained, blinded, and at risk of suffocating. Baalzebul can smother only one target at a different time.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Baalzebul takes a lair action to cause one of the following effects; Baalzebul can’t use the same effect two rounds in a row:
- A cloud of flies fills a 40 foot cube. All within it are heavily obscured. It disperses at the next initiative count 20
- Baalzebul regurgitates sticky slime that make the ground within 20 feet of him difficult terrain.
Regional Effects
The region containing a legendary Baalzebul's lair is [enter the effect description], which creates one or more of the following effects:
- Pools of semi-intelligent slimes burble and chortle nearby.
- Trails of foul-smelling slime lead the way.
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