Legendary Resistance (2/Day). If Belphegor fails a saving throw, he can choose to succeed instead.
Superior Magic Resistance. Belphegor has advantage on saving throws against spells and other magical effects. If Belphegor succeeds on the save for a spell of 7th level or lower, the spell has no effect on him and he regains a spell slot of the same level. If the spell cast on him was of 3rd level or lower, Belphegor instead regains 11 (1d12 + 5) hit points.
Peaceful Mind. Belphegor can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.
Prodigy of Mephistar. When Belphegor casts a cantrip at a creature and he misses with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Additionally, Belphegor can create pockets of relative safety within the effects of his spells. When he casts an spell that affects other creatures that he can see, Belphegor can choose up to 10 creatures. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Whenever Belphegor casts an Illusion spell, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. Belphegor can do this on his turn as a Bonus Action while the spell is ongoing. The object remains real for 24 hours, after which it disappears, unless Belphegor chooses to make the object real again.
Master Craftsman. Belphegor has expertise in all types of artisan´s tools. As an Magic action, he can create any set of artisan´s tools in one of his free hands for him to work, likewise, he can dismiss them as an Bonus Action. Whenver Belphegor atempts to craft a Magic Item, the time required for him to craft it is reduced to a fifth of it´s original time and it costs no gold. Belphegor can also create Vehicles and Constructs using the times to create Magic Items but reduced by half it´s total time (the time for each is dependent of the Vehicle´s or Construct´s size, starting at Rare for Large or smaller).
Rune of Sloth. Belphegor is infused with power of the Rune of Sloth. As long as there still exists creatures commiting the Sin of Sloth in the Multiverse, the Rune of Sloth exists. While infused with it, he gains the following benefits:
- When Belphegor reduces a creature to 0 hit points but doesn´t kill them outright, he can can choose to make the creature remain stable, but permanently unconscious. While unconscious this way, a creature does not need to eat, drink and doesn´t age. A creature remains unconscious this way until they are sprinkled with Holy Water or the Greater Restoration spell is cast on them.
- Belphegor ignores resistance to poison, necrotic and psychic damage while also treating immunity to those damages as resistance. Whenever Belphegor deals damage other than force or radiant, he change it to either poison, necrotic or psychic.
Regeneration. Belphegor regains 10 hit points at the start of its turn. If Belphegor takes radiant damage, this trait doesn't function at the start of Belphegor´s next turn. Belphegor dies only if he starts its turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. Belphegor innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Belphegor can innately cast the following spells, requiring no verbal or material components:
At will: Fabricate (as an action), Sleep, Dream, Telekinesis, False Life (9th level)
3/day each: Programmed Illusion, Scrying (as an action), Transport via Plants, Plant Growth, Greater Restoration
1/day each: Mirage Arcane (as an action), Doom of Summer Years, Symbol (sleep only), True Resurrection (as an action), Wish
Multiattack. Belphegor makes three Rend attacks. He can swap one attack with a use of Innate Spellcasting or Spellcasting (at will spells only).
Rend. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) force damage.
Spellcasting. Belphegor is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Belphegor has the following spells prepared:
Cantrips (at will): Douse Light, True Strike, Friends, Mind Sliver, Vicious Mockery, Prestidigitation, Sacred Flame, Drizzle, Thaumaturgy, Guidance, Hellfire, Fire Bolt
1st level (at will): Chromatic Orb, Command, Silvery Barbs, Dissonant Whispers, Gloaming, Shield, Cure Wounds, Unseen Servant, Healing Word
2nd level (at will): Invisibility, Hold Person, Darkness, Negative Image, Phantasmal Force, Blindness/Deafness, Suggestion, Calm Emotions, Lesser Restoration
3rd level (at will): Blink, Revivify, Orros Mark of Fate, Spirit Guardians, Galder's Tower, Beacon of Hope, Daylight, Catnap
4th level (3 slots): Confusion, Charm Monster, Hallucinatory Terrain, Phantasmal Killer, Compulsion, Gate Seal, Summon Construct
5th level (3 slots): Animate Objects, Mass Cure Wounds, Spirit Swarm, Rary's Telepathic Bond, Dominate Person, Circle of Power
6th level (3 slots): Mass Suggestion, Black Well, Tasha's Bubbling Cauldron, Life Drain, Forbiddance
7th level (3 slots): Regenerate, Teleport, Fire Storm, Dream of the Blue Veil
8th level (2 slots): Maddening Darkness, Feeblemind, Maze
9th level (2 slots): Weird, Gate
Force of Sloth (Recharge 6). Belphegor charges up arcane energy and brutally unleashes. Belphegor chooses any number of targets within 90 feet of him. A creature targeted by the burst makes a DC 24 Charisma saving throw. On a failed save, the target takes 42 (10d8) psychic damage or half as much damage on a successful one. A creature that has failed it´s save also spends it´s next turn doing nothing.
Belphegor can also choose any number of creatures within range to be healed instead. A targeted creature instead magically regains 44 (8d8 + 10) hit points and is freed from any Curse, Disease, Poison, Blindness, or Deafness while also having any levels of Exhaustion and reduction to Hit Point maximum removed.
Change Shape. Belphegor magically transforms into any creature that is Huge or smaller, while retaining his game statistics (other than his size). This transformation ends if Belphegor is reduced to 0 hit points or uses a bonus action to end it.
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, Cone of Cold, Mote of Hell, Hell’s Lash
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, Wall of Death, Wind Wall, Power Word Fortify, Power Word Pain, Power Word Heal, Power Word Stun, Power Word Kill, Forcecage, Word of Recall (towards their lair only), Scatter, Finger of Death, Sequester, Geas (9th level), Project Image, Imprisonment
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.
Belphegor
The Prince of Sloth and Lord of the Haligtree, Belphegor is the youngest son of the archdevil Lilith and twin brother of Beelzebub, the King of Glutonny. Known as the Prodigy of Maladomini, Belphegor is the least infernal looking devil. He uses his looks and arcane mastery to make others bend to his whim while living peacefully secluded in his Haligtree.
Having spent his entire life in Hell focusing on increasing his magical knowledge, Belphegor quickly became Mephistopheles favorite student, being one of the few who is able to cast insanely high level spells multiple times a day. Being one of the seven chosen Archdevils to inherit Asmodeus´ Runes of Sin, Belphegor became tasked with holding the Rune of Sloth, granting him the title of Prince of Sloth because of that.
A peaceful devil with a great mind, Belphegor focuses on creating infernal machinery and constructs to aid his fellow infernal associates, with him being the one who create the infernal War Machines that the Archduchess Zariel uses in Avernus. Because of his peaceful manners, Belphegor was able to strike powerful deals with even Deities of Good and Neutrality, gaining domain over the souls of their followers who don´t make the cut to go towards the upper planes.
His domain, High Garden, also known as the Haligtree, is one of the many roots of Yggdrasil, though this one sprouted in Hell, precisely in Maladomini. After the reckoning, the roots were burned and hindered inactive, but after Belphegor´s birth and attempt on creating his personal domain, the roots were revived. Now Belphegor lives as the guardian of his Haligtree, preventing outsiders of accessing Hell utilizing Yggdrasil´s roots.
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