| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +9 |
| WIS | 25 | +7 | +7 |
| CHA | 30 | +10 | +18 |
Sinful Restoration. If Belphegor dies outside the Nine Hells, his body turns to dust and he gains a new body instantly, reviving with all his Hit Points on his lair in the Nine Hells. If Belphegor is killed in the Nine Hells, his body turns to dust and his essence is sent back to his lair, where it starts slowly forming him a new body. After 7 (2d6) days, Belphegor gains a new body and is revived with all his Hit Points.
Prince of Sloth (1/Day). If Belphegor is reduced to 0 Hit Points and doesn´t regenerate, instead of dying, he casts Mirage Arcane, creating a massive night sky, leaving the entire area of the spell in Dim-Light and immediately shape-shifts into Belphegor, Lord of Sloth, using that stat block instead of this one. Any equipment he is wearing or carrying isn’t transformed. After 1 hour, the spell ends and he turns back into his original form with all remaining Hit Points he had while transformed.
If Beelzebub is within 300 feet of Belphegor when he uses this feature, Belphegor can make Beelzebub immediately teleport up to him and active his own Prince of Glutonny feature, even if he wans´t reduced to 0 Hit Points. All of Beelzebub´s current Hit Points are turned into Temporary Hit Points when he transforms into Beelzebub, Lord of the Flies.
Legendary Resistance (5/Day, or 6/Day in Lair). If Belphegor fails a saving throw, he can choose to succeed instead.
Greater Magic Resistance. Belphegor automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss him. Without Belphegor’s permission, no spell can observe him remotely or detect his thoughts, creature type, or alignment.
Regeneration. Belphegor regains 15 Hit Points at the start of each of his turns, increased to 35 Hit Points if he is Unconscious or asleep. If Belphegor takes Radiant damage, this trait doesn’t function on his next turn. Belphegor dies only if he starts his turn with 0 Hit Points and doesn’t regenerate.
Narcolepsy. Belphegor is permanently under the Dreamwalk spell and has Disadvantage on saving throws against being magically put to sleep. Whenever he is Unconscious or asleep, Belphegor gains Resistance to all damage and doesn´t wake up as a result of taking damage, unless his current Hit Points are 300 or less. Belphegor can still use his Telepathy while Unconscious or asleep.
In addition, if Belphegor remains asleep or Unconscious for 10 minutes, he gains the benefits of a Short Rest and regains 1 use of any features and spells he has that can be used more than once per day.
Cloak of Evernight. Belphegor´s cloak creates a 30-foot Emanation of Dim Light. No light source can overcome this Dim Light and any spell that produces light is dispelled the moment it enters the Emanation. All creatures of Belphegor´s choice that are inside the Emanation have Disadvantage on saving throws against being magically put to sleep and, once per turn, are subjected to the following effect: Wisdom Saving Throw: DC 18. Failure: The target is cursed until the end of the Belphegor´s next turn. Until the curse ends, the target must subtract 1d4 from their next D20 roll made before the curse ends.
Reality Bender. Belphegor doesn’t suffer any of the penalties that normally follow casting the Wish spell to produce an effect other than duplicating another spell.
Master of Hexes. Whenever Belphegor curses a creature with Bestow Curse or Mass Bestow Curse, he inflicts all penalties on it´s target. If he curses a creature with Hex, the target also has Disadvantage on saving throws made with the ability chosen on the spell.
Silent Caster (Requires Darkhold). Belphegor does not require to provide Verbal or Somatic components to cast any of his spells.
Dark Magic (Requires Darkhold). All spells cast by Belphegor are under the Mixed Spell (Necrotic damage), Bypassing Spell and Bending Spell Metamagic Options. If the spell belongs to either the Abjuration, Divination or Necromancy schools of magic, the spell is also under the Enhanced Spell Metamagic Option.
If Belphegor casts Scrying, the target of the spell fails its saving throw automatically, and the spell works even if Belphegor and the target are on different planes of existence.
Multiattack. Belphegor makes three Slothful Burst attacks. He can replace one attack with a use of Spellcasting to cast (A) Rock Slide (level 7 version) or (B) Defenestration (level 7 version).
Slothful Burst. Melee or Ranged Attack Roll: +18, reach 10 ft. or range 120 ft. Hit: 18 (2d12 + 5) Psychic damage plus 18 (2d12 + 5) Necrotic damage. If the target is a Humanoid, it is subjected to the following effect. Charisma Saving Throw: DC 18. Failure: The target is cursed until the end of the Belphegor´s next turn. Until the curse ends, the target must choose whether it gets to move, use an Action, or a Bonus Action; it gets only one of the three.
Spellcasting. Belphegor casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):
At Will: Bestow Curse (level 9 version), Slow, Rock Slide (level 7 version), Telekinesis, Dream, Protective Hex, Defenestration (level 7 version), Hold Monster (level 7 version)
2/Day Each: Hellfire Ray, Mass Sleep, Mass Bestow Curse, Gravity Smash (level 8 version), Symbol, Mass Suggestion, Disintegrate (level 8 version), Delay
1/Day Each: Belphegor´s Ballad of Coven Making, Mirage Arcane, Blasphemy, Implosion, Paradox, Reality Erasure, Astral Dreamwalk, Runic Cage, Wish
Lord of the Opening (Recharge 5–6). Belphegor casts Teleport, Plane Shift, Teleportation Circle, Dimension Door, Arcane Gate or Gate, requiring no Material components and using the same spellcasting ability as Spellcasting. The portal created by any casting of these spells cannot be blocked or prevented by any means short of a deity with the same power level of Asmodeus or higher.
Magical Creation (3/Day). Belphegor casts either Creation (level 9 version) or Fabricate, requiring no Material components and using the same spellcasting ability as Spellcasting. Any object created by the Creation spell is permanent. Alternatively, he can either summons one of the Magic Items he has in his possession or create one magic item of Legendary rarity or lower of his choice in an unoccupied space within 10 feet of him.
Belphegor can dismiss any Magic Items that are under his possession by using this action again. If this feature is used only to summon or dismiss a Magic Item under his possession, it does not need expend one of it´s daily uses.
Summon Underling (2/Day). Belphegor casts Conjure Devil (level 9 version) and up to two of the following spells: Summon Construct (level 9 version), Animate Objects (level 9 version), Spiritual Weapon (level 9 version), Blade of Disaster or Summon Fiend (level 9 version, Devil only), requiring no Material components, Concentration and using the same spellcasting ability as Spellcasting.
Corrupt Spells (Requires Darkhold). Belphegor casts one spell of level 8 or lower of his choice belonging to the Abjuration, Divination or Necromancy schools of magic that doesn´t not require a Reaction to cast, requiring no Material components and using the same spellcasting ability as Spellcasting. The spell is always cast at 8th level if it can be upcast.
Slothful Guile (Recharge 4–6). Belphegor casts up to two of the following spells: Disappering Act, Suggestion, Detect Magic, Detect Thoughts, Dispel Magic, Sleep, Hex, Invisibility, Heal or Greater Restoration, requiring no Material components and using the same spellcasting ability as Spellcasting. Alternatively, Belphegor takes the Unconscious condition for 1 hour.
Shape-Shift. Belphegor shape-shifts into a Large or smaller Humanoid or Beast, or he returns to his true form. Other than his size, his game statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Protective Magic. Belphegor casts Arcane Rebuke, Accelerate/Decelerate (level 7 version) or Magic Mirror in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Spell Suppression. Belphegor casts Counterspell and Zippit! (level 7 version) in response to both the spell’s trigger, requiring no Material components, Concentration and using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 4 (5 in Lair). Immediately after another creature’s turn, Belphegor can expend a use to take one of the following actions. Belphegor regains all expended uses at the start of each of his turns.
Cantrip. Belphegor casts any Cantrip of his choice at level 17th requiring no Material components and using the same spellcasting ability as Spellcasting.
Moth Swarm. Strength Saving Throw: DC 26, each creature of Belphegor´s choice in a 60-foot-Emanation. Failure: 28 (8d6) Psychic damage and the target is cursed until the start of the Belphegor´s next turn. Until the curse ends, the target has Disadvantage on all attack rolls. Success: Half damage only. Failure or Success: Belphegor can’t take this action again until the start of his next turn.
Detonate Hex. Each creature cursed by Belphegor and within 120 feet of him takes 10 (3d6) Psychic damage for each active curse they have and is subjected to the following effect. Wisdom Saving Throw: DC 22. Failure: The target is Stunned until the start of it´s next turn. Failure or Success: The target has all curses applied by Belphegor ended on them and Belphegor can’t take this action again until the start of his next turn.
Sleeptalk. Belphegor must be asleep or Unconscious to use this action. Belphegor uses a Bonus Action to command one of his currently active summons. Alternatively, he casts Sleep or Slow, requiring no Material components and using the same spellcasting ability as Spellcasting, but targeting only one creature within his Telepathy range.
Previous Versions
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6/5/2025 12:52:33 PM
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