Devil's Sight. Magical darkness doesn't impede the archdevil's darkvision.
Abyssal Weapons. The archdevil's weapon attacks are magical and deal an extra 5d8 necrotic damage on a hit (included in the attacks).
Regeneration. The archdevil regains 25 Hit Points at the start of its turn if it has at least 1 hit point. Although his regeneration was supernaturally fast, allowing him to regrow body parts in a few minutes and reattach severed limbs, if Beelzebub takes radiant damage or damage from a holy weapon, this trait doesn't function at the start of his next turn.
Terrifying Appearance. When a creature that can see the entity starts its turn within 60 feet of it, they must make a DC 18 Wisdom saving throw. On a failed save, the creature is 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 the entity’s Terrifying Appearance for the next 24 hours.
Magic Resistance. The archdevil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The archdevil's spellcasting ability is Charisma (spell save DC 28). The archdevil can innately cast the following spells, requiring only verbal components:
Cantrips: Chill Touch,
At will: Detect Evil and Good, Suggestion, Summon Fiend, Clairvoyance, Fear,
Ray of Enfeeblement, Insect Plague, Invisibility, Bestow Curse,
Summon Undead, Control Flames, Fireball, Wall of Fire,
3/day each: Symbols, Create Homunculus, Create Magi, Circle of Death, Disintegrate,
Eyebite, Create Undead, Danse Macabre, Enemies Abound,
1/day each: Unholy Words, Wish, Power Word Kill, Maddening Darkness, Mirage Arcane,
Multiattack. The archdevil can take two attack actions.
Raptorial Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 22 (5d8) necrotic damage.
Insect control and summon. Most note-worthy, his gargantuan clouds of flesh-devouring flies, an ability he has to wait a few dozen seconds to reuse. Although the flies normally dispersed after being spewed, he could cause them to swarm and envelop his form if he so desired for about a minute, protecting him from harm as the flies don't attack his grotesque mass.
Horn of Darkness. While holding the apocalyptic instrument, you can use an action to blow the horn to cause a swarm of harmless flying insects or 1d6 of one chosen animal to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. The animals remain for 10 minutes, remaining within a 60-foot radius around the blower of the trumpet. They can make independent actions after having received orders from their master. Upon blowing the horn again, you can cause them to die prematurely.
Devil Trigger. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
The archdevil 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. The archdevil regains spent legendary actions at the start of its turn.
Cantrip. The Archdevil casts a cantrip.
Blinding Swarm. A giant cloud of flies swarm magically around the creature. Each target within 5 feet of the creature must succeed on a DC 16 Constitution saving throw or be blinded until the end of the target’s next turn.
Frightening Gaze (Costs 2 Actions). The Archdevil fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 10 rounds. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Archdevil's gaze for the next 24 hours.
Locust dodge (Costs 2 Actions). The creature magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the creature is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the creature remains in its possession.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Archdevil must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
History
Beelzebub (The Lord of the Flies), one of the 6 generals of Lucifer’s army and commands the frontlines. During the war of heaven Lucifer led the attack on the front line whilst Beelzebub led the support fire a step away from the front, providing the frontlines with enough openings to attack. Before the war he was the head of the virtues, creating, shaping and protecting nature and all involved in it (like bugs). Yes, there is also nature in heaven, not just the garden of Eden. His hunger for physical perfection got him cast out of heaven and got his body transformed into the disgusting being as seen in the portret. Now his hunger never stills and the insects he controls eat everything baren.
Several magical artifacts of great power could be found within Beelzebub's domain like one of the seven trumpets of the end times. But, presuming one could avoid his fallen angel guards, useful artifacts were practically impossible to find amidst his unkempt interiors and other random refuse. He was given the “honor” to blow the 2nd trumpet of the apocalypse.
The Book of Vile Darkness once made its way into his personal library, and of the six full copies known to exist, his copy contained extra pages added by the Lord of the Flies himself.
Personality
Of Beelzebub's numerous flaws, his most crippling was his perfectionist extremism. His unfiltered dedication to achieving physical flawlessness and greater dominion was what caused his initial fall from the Heavens, as such callous ambition was more befitting of a devil. Seemingly incapable of realizing when he had gone too far, his utter arrogance led him to undermine his own plans by overreaching. He is one of the most loyal to Lucifer. Beelzebub is commonly described as placed high in the hierarchy of the Abyss. Beelzebub's ability to keep up with Lucifer had the latter be impressed with his character and placed great trust in him. Beelzebub's spells were his fallback plan, used when his other supernatural powers proved unsuccessful at dealing with his enemies. Though being loyal to Lucifer to the very end, Beelzebub can’t help but fall to his gluttonous personality even if towards Lucifer himself. This has led him to keep seeking more and more knowledge to add to his already overwhelming research, keeping him from effectively managing the war efforts that Lucifer and the rest are working consistently on. He hasn’t even taught anyone any sort of magic from what he has discovered, severely debilitating the Abyssal forces because of their lack of magical offense. This lack of magical superiority caused the Abyss to seek aid from mere magical humans like cultists and vampires.
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