Small Humanoid (Demon), Chaotic Evil
Armor Class 21
Hit Points 235 (32d10 + 40)
Speed
STR
24 (+7)
DEX
24 (+7)
CON
11 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +13, DEX +13, CON +6
Skills Acrobatics +19, Athletics +19
Damage Immunities Acid
Condition Immunities Frightened, Petrified, Prone
Senses Darkvision, Passive Perception 18
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

6 Legged Foe. Beelzebub's 6 legs protruding from his back are made of Legendary material. They are immune to all damage.

Blade Ward. when an attack would kill him, is instead left with 1 HP remaining

Spellcasting. Beelzebub is a 5th-level spellcaster. Its spellcasting ability is 15 (spell save DC 15, +7 to hit with spell attacks). Beelzebub has following spells prepared:

Counter Spells Cantrips

1st level (4 slots): Bane, False Life

2nd level (3 slots) Blindness/Deafness, Phantasmal Force

3rd level (3 slots) Phantom Steed, Speak with Dead

4th level (2 slots) Death Ward, Greater Invisibility

5th level (2 slots) Antilife Shell, Cloudkill

Actions

6 Sided Barrier. Beelzebub can wrap his impenetrable legs around his body to be immune to all damage, but is unable to move. The legs can be pried open with a DC 30 strength check.

Multiattack. Beelzebub uses legged strike twice, or acidic spit, or iron grip and bite

Legged Strike. Melee Weapon Attack: +12 to hit, reach 12ft., 1 target. Hit: 25 piercing or slashing damage.

Acidic Spit. RangedWeapon Attack: +10 to hit, range 16/60 ft., up to 3 targets within 5 ft of one another. Hit: 30 Acidic damage. Must make DC 17 constitution saving throw. On success take half damage, on a failure take full damage and be poisoned. 

Iron Grip (bonus action). Beelzebub Grapples a target, sinking his claws into it dealing 4 damage. Grappled targets must make a STR 19 check to escape. If target succeeds STR check, they take 4 damage as they escape his claws. Each turn the target begins grappled, it takes 4 damage. Beelzebub has advantage on legged strike on grappled targets. 

Bite (Recharge 5-6). Beelzebub uses his teeth to rip into a grappled target, dealing 35 damage and beelzebub healing 25Hp.

Bonus Actions

Jump

Dash

Climb

Disengage

Reactions

Opportunity Attack. 

Legged Rebuke. If Attempted to be grappled, Beelzebub can use Legged Strike with advantage.

Keen Sense. Beelzebub cannot be surprised and will instead attack attempting target with claws with advantage.

 

 

 

 

Legendary Actions

Orcus's Last Wish (Once a day). The wand of Orcus appears and summons 2 Flameskulls and heals Beelzebub for half of his current Hp

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Beelzebub is the weakest of the 3 princes of hell. He is around 4'10 and has goat legs, and a human upper body with small horns on his head. Though once activated, his back shoots out 6 long spiked lets that lift him into the air making him 6'5.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2024 7:59:44 PM
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Coming Soon
Chunno1129

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