Slime Walk. Baalzebub can move across and climb slippery surfaces without needing to make an ability check. Additionally, difficult terrain composed of slime or wetlands doesn't cost it extra movement.
Legendary Resistance (9/Day). If Baalzebub fails a saving throw, he can choose to succeed instead.
Multiattack. Baalzebub can use his Frightful Presence. He then makes three attacks: one with its bite and two with his touch.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Baalzebub's choice that is within 120 feet him and aware of him must succeed on a DC 14 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 three times, the creature is immune to Baalzebub's Frightful Presence for the next 24 hours.
Insect Breath (Recharge 5–6). Baalzebub exhales a horde of insects in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.
Baalzebub can take 9 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. Baalzebub regains spent legendary actions at the start of his turn.
Detect. Baalzebub makes a Wisdom (Perception) check.
Tail Attack. Baalzebub makes a tail attack.
Insect Horde (Costs 2 Actions). Baalzebub summons a horde of flies. Each creature within 10 feet Baalzebub must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) piercing damage and be knocked prone. Baalzebub can then fly up to half its flying speed.
Baalzebub has three turns a round each with their own initiative.
Lair and Lair Actions
Baalzebub’s Lair
Lair Actions
On initiative count 20 (losing initiative ties), Baalzebub takes a lair action to cause one of the following effects; Baalzebub can’t use the same effect two rounds in a row:
- Cloud of flies fills three 20-foot-radius sphere centered on a point Baalzebub can see within 120 feet of him. The cloud spreads around corners, and its area is heavily obscured. Each creature in the cloud when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) poison damage. A wind of at least 20 miles per hour disperses the cloud. The cloud otherwise lasts until Baalzebub uses this lair action again or until the he dies.
- Rubble collapses from the ceiling and surrounding area, striking up to nine creatures underneath that Baalzebub can see within 120 feet of him. Baalzebub makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage.
- Baalzebub creates three opaque walls of slime and filth on a solid surface he can see within 120 feet of himself. The walls can be up to 30 feet long, 30 feet high, and 1 foot thick each. When the walls appear, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Baalzebub uses this lair action again or when he dies.
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Posted Jun 16, 2023I wasn't sure if the lord of of the seventh was official or not so this is Baalzebub.