Huge Fiend (Devil), Lawful Evil
Armor Class 22 Natural Armor
Hit Points 348 (24d12 + 192)
Speed 20 ft., Burrow 20 ft., Climb 20 ft.
STR
26 (+8)
DEX
12 (+1)
CON
26 (+8)
INT
22 (+6)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws DEX +9, INT +14, CHA +10
Skills Deception +14, Persuasion +14
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Fire
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120Ft., Passive Perception 17
Languages All All, Telepathy 120 Ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

 

Actions

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.

Legendary Actions

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.

 

SamuronRogue5935

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