Huge Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 449 (31d12 + 248)
Speed 40 ft.
STR
28 (+9)
DEX
17 (+3)
CON
26 (+8)
INT
24 (+7)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws DEX +11, CON +16, WIS +12
Skills Deception +24, Perception +12, Persuasion +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Devil’s Sight. Magical darkness doesn’t impede Baalzebul’s darkvision.

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 magical effects.

Regeneration. Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Baalzebul makes three attacks, he can replace one attack with spellcasting.

Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) force damage plus 7 (2d6) acid damage.

Touch. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) acid damage.

Teleport. Baalzebul teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Spellcasting. Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24 +16 to hit with spell attacks):

At will: alter self, major image, sending, fire bolt (17th level), detect evil and good,

3/day each: counterspell, immolation, dispel magic, hold person, lightning bolt

1/day each: dominate person, power word stun, lightning storm

Legendary Actions

Baalzebul 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. Baalzebul regains spent legendary actions at the start of his turn.

Teleport. Baalzebul uses Teleport.

Assault (Costs 2 Actions). Baalzebul makes one attack.

Fearful Voice (Cost 3 Actions). Baalzebul utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 24 Wisdom saving throw or become frightened of him 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. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.

OctopuswithFish

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