Large Humanoid (Angel), Chaotic Evil
Armor Class 22 plate
Hit Points 450 (30d12 + 225)
Speed 50 ft.
STR
30 (+10)
DEX
26 (+8)
CON
29 (+9)
INT
26 (+8)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws STR +18, DEX +16, CON +17, INT +16, WIS +17, CHA +17
Skills Athletics +18, Insight +17, Intimidation +17, Perception +20, Religion +18, Survival +18
Damage Resistances Acid, Cold, Fire
Damage Immunities Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 240 feet , Truesight 120 feet, Passive Perception 30
Languages all, Telepathy 120ft
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting: Belimer's innate spellcasting ability is Charisma (spell save DC 23, +16 to hit with spell attacks). Belimer has following spells prepared: 

At Will: Eldritch Blast, Lightning Lure, Toll the Dead, Animate Dead, Crown of Madness, Warding Wind, Create Undead
3/day each: Fear, Counter Spell, Misty Step, Fire ball, Lightning Bolt, Dispel Magic, Dominate Person, Summon Greater Demon
1/day each: Power Word Kill, Dominate Monster
 
Legendary Resistance: If Belimer fails a saving throw, he can choose to succeed instead.

Magic Reistance: Belimer has advantage on saving throws against spells and other magical effects.

Magic Weapon: Belimer's weapon attacks are magical.

Master of Madness: When Belimer casts animate dead, create undead or summon greater demon, he chooses the level at which the spell is cast and the creatures created by the spell remain under his control indefinitely. Additionally, he can cast create undead even when its isn't night.



Actions

Multiattack: Belimer makes 3 attacks per turn. He can use his Frightful Presence or War God's Blessing, He then makes 3 attacks.

Wyrmbane: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) [Bludgeoning] damage, plus 30 (6d8) psychic damage.

War God's Blessing: Each ally of Belimer's within 60 feet can't be charmed or frightened until the end of his next turn.

Frightful Presence: Each creature of Belimer's choice that is within 120 feet of Belimer and aware of him must succeed a DC 23 Wisdom saving throw or become frighten for 1 minute. A creature can repeat the saving throw at the end of each of it's 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 Belimer's Frightful Presence for the next 24 hours.

1/day Mass Summon: As an action, Belimer can summon 3d4 death knights in unoccupied spaces of his choice within 30 feet of him. They remain until they die or Belimer uses an action to dismiss any or all of them.

Legendary Actions

Belimer 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. He regains spent legendary actions at the start of his turn.

Attack: Belimer makes one attack with Wyrmbane.

Move: Belimer moves up half his speed.

Can-trip: Belimer can cast Eldritch Blast, Lightning Lure or Toll the Dead

Maddening Gaze (Cost 2 Actions): Belimer turns to his magical gaze towards one creature he can see within 120 feet of him and commands it to kneel down. The target must succeed on a DC 23 Wisdom saving throw or take 22 (4d10) psychic damage.

Description

A Demi-god of War, Chaos and Madness, the Mad King of Pandemonium and war tyrant of a forgotten civilization. Belimer is consumed by the desire to conquer everything, to grow his strength, his armies and this is what led him to a land that has never been conquered, never been controlled. Legend has it that he once served The Great Mother until she tricked him into marching his armies into Pandemonium to lay waste to the plane of Chaos and Madness. 

Belimer's sanity has been lost along ago and it pours from him like a dark aura that feeds on all of Pandemonium's inhabitants insanity. This aura attracts those who live within this forsaken plane, like a giant beacon of hope that Belimer can lead them out of this plane and one day restore their sanity. 

Belimer was once a fallen aasimar that was experimented on by worshippers of The Great Mother, tainting his skin to a light blue tint, caused spikes to grow on his left arm and horns to develop on his head and scales formed all over his body, causing some to have mistaken him as a mutated dragonborn...

Lair and Lair Actions

Belimer makes his lair in a large palace known as "Kryta", found on the layer of Pandemonium known as Pandesmos. Belimer's lair is a place of chaos, madness and violence; the palace is what remains of the Shattered Castle but it now is tainted by Belimer's presence and a teal glow pulses through the walls of the castle, spikes grew throughout the palace impaling some of the original inhabitants. Their is a large forge located at the eastern side of the palace, made from the skull of a large wyrm, the forge's smoke constantly escapes through the eyes of the skull.

If Belimer is encountered in his lair, he has a challenge rating of 30

Lair Actions

On initiative count 20 (losing initiative ties), Belimer can take a lair action to cause one of the following effects; Belimer can’t use the same effect two rounds in a row:

Belimer touches the closest spike to him and drains the madness from it, recharging all of his abilities as if it was a new day. It also heals him for 15d12 hit points.

Belimer snaps his finger and summons 1d4 Liches, 1d4 Death Knights and one of his generals, even if that general has been slain.

Regional Effects

The region containing Belimer's lair is tainted with his magic, creating one or more of the following effects:

The area within 6 miles of the lair becomes overpopulated with undead, duergar, or other creatures lost inside Pandemonium.
Creatures loyal to Belimer, that are within 3 miles of the lair, are blessed with War God's Blessing for 1 hour every 24 hours
If a humaniod spends at least 1 hour within 3 miles of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Belimer table. A creature that succeeds on this saving throw cant be affected by this regional effect again for 24 hours. 

If Belimer dies, the effects fade over the course of 1d12 days.

Madness of Belimer


If a creature goes mad inside Belimer's lair or within line of sight of the Mad King, roll on the Madness of Belimer table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Belimer

d100 Flaw (lasts until cured)
01–20 “Someone is plotting to kill me. I need to strike first to stop them!”
21–40 “There is only one solution to my problems: kill them all!”
41–60 “There is more than one mind inside my head.”
61–80 “If you don’t agree with me, I’ll beat you into submission to get my way.”
81–00 “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!”




Monster Tags: NPC

ThexMadxKing

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