Large Fiend, Chaotic Evil
Armor Class 18 Natural
Hit Points 666 (113d10)
Speed 25 ft.
STR
25 (+7)
DEX
8 (-1)
CON
27 (+8)
INT
4 (-3)
WIS
24 (+7)
CHA
7 (-2)
Saving Throws STR +12, CON +13, CHA +3
Skills Intimidation +8, Perception +12
Damage Immunities Fire, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Prone
Senses Blindsight 120 ft, Passive Perception 17
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. This monster has advantages in spell saves and other magical effects.

Nuke-Eater. This monster can make a Constitution Saving throw on a Dexterity Saving Throw.

Relentless Contract. If Beelzebub violates Timo’s Contract, then it takes 15 (3d10) Radiant Damage.

Frightening Presence. Start of combat, enemies must make a DC 17 Wis save or are frightened for 1 round.

Actions

Multiattack. 2 Sword and 1 Hammer

Sword. Melee Weapon Attack:(+13), reach 10 ft. Hit: 13 (2d6 + 7) slashing damage

Hammer. Melee Weapon Attack:(+13), reach 10 ft. Hit: 19 (2d12 + 7) bludgeoning damage. 

Hyper Screech (Recharge 6). Beelzebub exhales a shredding force in a 40-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 39 (8d8+7) force damage on a failed save, or half as much on a successful one.

Legendary Actions

Beelzebub gets a Legendary Action once per round.

2 Hammer attacks

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