Lord of Gluttonny (Recharges after a Short or Long Rest). If Beelzebub would be reduced to 0 hit points, his current hit point total instead resets to 400 hit points, he recharges his Scalding Nectar, and he regains any expended uses of Legendary Resistance. Additionally, Beelzebub can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating Beelzebub after his Lord of Gluttony trait activates
Legendary Resistance (5/Day). If Beelzebub fails a saving throw, he can choose to succeed instead.
Toxins of Maladomini. Beelzebub ignores resistance to poison, thunder and radiant damage while also treating immunity to those damages as resistance. Additionally, whenever Beelzebub deals damage other than force, he change it to either poison, thunder or radiant.
Be my Guest (1/day). Beelzebub can cast Mordenkainen’s Magnificent Mansion as an action.
Perfect Host. Any food or water Beelzebub creates is always delicious and insanely nutricious.
Peerless Athlete. Beelzebub has Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of his [Tooltip Not Found] and [Tooltip Not Found] increases by 10 feet (this extra distance costs movement as normal).
Sharing is Caring. Beelzebub´s healing spells and abilities are empowered, whenever he heals someone other than himself, the target regains 10 extra hit points. In addition, immediately after Beelzebub casts a spell or uses an ability to restores hit points to one or more creatures other than himself, Beelzebub regains 15 hit points.
Rune of Gluttonny. Beelzebub is infused with power of the Rune of Gluttonny, while infused with it, his weapon attacks heal him for 10 hit points whenever he hits a creature with them. As long as there still exists creatures commiting the Sin of Gluttonny in the Multiverse, the Rune of Gluttonny exists. Additionally, Beelzebub has the following benefit:
- While Beelzebub is conscious, he and friendly creatures within 30 feet of him have a +3 bonus to saving throws and can´t be frightened.
- As a Reaction, Beelzebub gains a +2 bonus to his AC and Dexterity saving throws until the start of his next turn. He can also grant this bonus to up to five creatures of his choice that he can see and are within 30 feet of him.
Magic Resistance. Beelzebub has advantage on saving throws against spells and other magical effects.
Regeneration. Beelzebub regains 20 hit points at the start of its turn. If Beelzebub takes necrotic or psychic damage, this trait doesn't function at the start of the Beelzebub's next turn. Beelzebub dies only if he starts its turn with 0 hit points and doesn't regenerate. If Beelzebub is killed, his body slowly regenerates, returning to life 6 (2d6) weeks later.
Innate Spellcasting. Beelzebub's spellcasting ability is Charisma (spell save DC 26, +18 to hit). Beelzebub can innately cast the following spells, requiring no material components:
At will: Tasha’s Hideous Laughter (9th level), Healing Word (9th level), Thunderous Smite (9th level), Guiding Bolt (9th level), Create Food and Water
3/day each: Insect Plague (9th level), Reincarnate, Fount of Moonlight, Mass Cure Wounds (9th level), Faerie Toast
1/day each: Symbol (stunning only), Conjure Fey (9th level), Sunbeam (9th level), Heroes' Feast (as an action), Leiloch's Arduous Shuffle
Multiattack. Beelzebub makes three Greatsword attacks. He can swap one attack with a use of Innate Spellcasting (at will spells only).
Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 8) force damage plus 26 (6d8) radiant damage.
Scalding Nectar (Recharge 6). A vertical column of scalding hot honey roars up from the ground in a location Beelzebub specifies. Each creature in a 20-foot-radius, 80-foot-high cylinder centered on a point within range must make a DC 26 Dexterity saving throw. A creature takes 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
Superior Lay on Hands. Beelzebub touches another creature. The target magically regains 64 (12d8 + 10) hit points and is freed from any Curse, Disease, Poison, Blindness, or Deafness.
Aura of Euphoria (4/day). Beelzebub surrounds himself with an aura of overwhelming joy and positivity. For the next minute, Beelzebub gain the following benefits:
- Beelzebub is blessed with an otherworldly presence and has Advantage on all Charisma checks.
- If Beelzebub fails a saving throw, he can take a Reaction to reroll it. He must use this new roll.
- Once on each of his turns when Beelzebub makes an attack roll with a weapon and misses, he can cause that attack to hit instead.
- Whenever Beelzebub casts a spell that has a casting time of an action, he can cast it using a Bonus Action instead.
- Whenever an enemy starts its turn within 30 feet of Beelzebub, that creature takes 14 Radiant damage and gains 1 level of Exhaustion (to a maximum of 3).
Change Shape. Beelzebub magically transforms into any creature that is Huge or smaller, while retaining his game statistics (other than his size). This transformation ends if Beelzebub is reduced to 0 hit points or uses a bonus action to end it.
Beelzebub can take up to two reactions per round but only one per turn.
Glorious Defense. Whenever Beelzebub or another creature he can see within 10 feet of him is hit by an attack roll, Beelzebub can take a Reaction to grant a +10 bonus to the target’s AC against that attack, potentially causing it to miss. If the attack misses, Beelzebub can make one Greatsword attack with advantage against the attacker as part of this Reaction if the attacker is within your weapon’s range.
Guided Strikes. When Beelzebub or a creature within 30 feet of him misses with an attack roll, Beelzebub can use a Reaction and give that roll a +10 bonus, potentially causing it to hit.
Flare of Maladomini. When a creature that Beelzebub can see within 30 feet of him makes an attack roll, he can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
In addition, Beelzebub can give the target of the triggering attack 25 Temporary Hit Points.
Beelzebub can take 5 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. Beelzebub regains spent legendary actions at the start of his turn.
Enchanting Step (Costs 2 Actions): Beelzebub teleports up to 120 feet to an unoccupied space he can see. Immediately after Beelzebub teleports, up to six creatures of his choice that he can see within 20 feet of him must succeed on a DC 20 Wisdom saving throw or be charmed by Beelzebub for 1 minute, or until he or his allies deal any damage to the creatures.
Beelzebub´s Morning Sun (Costs 4 Actions): Beelzebub casts the Sunburst spell.
Euphoria: Beelzebub casts Tasha’s Hideous Laughter (9th level).
If Beelzebub´s Lord of Gluttony trait has activated in the last hour, he can use the options below as legendary actions.
Fey Mockery. Beelzebub unleashes a string of insults laced with subtle enchantments at one creature he can see or hear within 90 feet of him. The target must succeed on a DC 26 Wisdom saving throw or take 39 (9d8) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn on a failed save, or half as much damage and no other effects on a successful one
Fey Domination (Costs 4 Actions). Beelzebub targets one creature he can see within 60 feet of him. The target must succeed on a DC 26 Charisma saving throw or be possessed by a fey spirit. While possessed, the target must obey Beelzebub’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on itself on a success.
Description
Devils: Archdevils
At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.
Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish.
Greater Magical Knowledge. Archdevils have greater magical power and knowledge than any other devil in Hell. Because of that, Archdevils have a greater array of spells that they can cast, those being the following:
Cantrips: Archdevils know all cantrips and can cast each of them at their maximum level (level 17). If an Archdevil has an feature that grants them spells and they gain a cantrip, that cantrip will deal extra damage equal to their spellcasting modifier. Additionally, whenever uses their Spellcasting to cast the True Strike cantrip, they can change its damage from Radiant to either Psychic or Thunder.
At will: Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Protection from Energy, Protection from Poison, Protection from Evil and Good, Locate Animals or Plants, Locate Creature, Locate Object, Fireball, Lightning Bolt, Sending
3/day each: Creation (9th level, as an action and lasting forever, regardless of the material created), Harm, Resurrection (as an action), Chain Lightning, Bestow Curse (9th level, 60 foot range), Heal, Hold Monster, Disintegrate, Summon Fiend (9th level, Devil form only), Plane Shift, Counterspell, Dispel Magic (9th level), Dominate Monster, Simulacrum (as an action)
1/day each: Prismatic Wall, Wall of Fire (9th level), Wall of Force, Wall of Ice (9th level), Wall of Light, Wall of Stone, Wall of Thorns (9th level), Wall of Water, Wall of Sand, Power Word Fortify, Power Word Pain, Power Word Heal, Power Word Kill, Forcecage, Word of Recall (towards their lair only), Scatter, Finger of Death, Sequester, Geas (9th level), Project Image
Quickness of Action. Archdevils have mastered multiple ways of better adapting to certain situations in order to interact with mortals and found unique ways to escape danger. granting them the following Bonus Actions:
- Swift Teleport. The Archdevil magically teleports, along with any equipment they are wearing and carrying, up to 30 feet to an unoccupied space they can see.
- Change Shape. The Archdevil magically transforms into any creature that is Huge or smaller, while retaining their game statistics (other than their size). This transformation ends if the Archdevil is reduced to 0 hit points or uses a bonus action to end it.
Legendary Mastery. Archdevils are considered legendary creatures with increadible power, capable of easily bringing down entire kingdoms by themselves. All Archdevils have access to the following Legendary Actions in addition to the ones they already possess:
- Cast a Spell (Costs 2 Actions): The Archdevil uses Spellcasting.
- Teleport: The Archdevil magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
- Attack: The Archdevil makes one weapon attack.
- Frightening Glare (Costs 3 Actions): The Archdevil targets one creature it can see within 60 feet of them. If the target can see the Archdevil, the target must succeed on a DC 23 Wisdom saving throw or become frightened of the Archdevil until the end of its next turn.
- Summon Underling (Costs 3 Actions): The Archdevil magically summons 1d4 devils of CR 12 or lower. The devils appear in an unoccupied space within 60 feet of the Archdevil and acts as the Archdevil´s allies. The devils remain until the Archdevil dies or until it dismisses them as an action.
Beelzebub
The King of Glutonny, eldest son of Lilith and older twin brother of Belphegor, the Prince of Sloth, Beelzebub shines as the "center of attraction" in the Nine Hells. Appearing almost exactly like a traditional human, save for his wings, Beelzebub uses his appereance as an advantage in order to spread his sin all over the material plane.
Beelzebub is commonly called the King Bee, and he adores this title, since he enjoys the company of bees and has a severe addiction to honey. He adores throwing parties, inviting all sorts of devils and living creatures, being one of the most common ways that he has to spread his sin and bind mortals to Hell.
Living in his oasis-like palace of Beelzehaven, Beelzebub acts like a geenie of sorts, fullfilling wishes for his guests in exchange for their permanent stay in his domain. Like his twin, Beelzebub is very peaceful for a devil, though when angered, he can be just as dangerous as any other devil.
Lair and Lair Actions
Beelzebub´s Lair
Beelzebub makes his lair in the pocket dimension of Beelzehaven, which is located inside the palace of Lilith in Maladomini. Beelzehaven is a large oasis filled with everything one wishes to consume and enjoy . Anyone who enters there is enchanted by the multiple attractions present.
Lair Actions
On initiative count 20 (losing initiative ties), Beelzebub can take one of the following lair actions as long as he is in Hell; he can’t take the same lair action two rounds in a row:
Attack. Beelzebub makes one Greatsword attack against one single foe within range.
Cast a Spell. Beelzebub uses his Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
Deceitful Whispers. Beelzebub whispers to a creature he can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of Beelzebub’s enemies, chosen by him.
Fiendish Fortitude. Beelzebub recharges Scalding Nectar.
Frenzy. Beelzebub casts Haste on himself. The effect ends at initiative count 20 of the next round.
Summon Underlings. Beelzebub summons 3 Horned Devils that are allied to him in an unoccupied space which Beelzebub can see.
Teleport. Beelzebub teleports himself to an area he can see within 120 feet.
Trap. Beelzebub casts the Hold Monster spell.
Honey Pillar. Beelzebub chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 26 Dexterity saving throw or take 54 (12d8) radiant damage.
Honey Trap. Beelzebub conjures honey that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Regional Effects
The region surrounding Beelzebub’s lair is altered by his magic, creating one or more of the following effects:
Clear Skies. The skies above Beelzebub's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If Beelzebub dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately.
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