Huge Fiend, Chaotic Evil
Armor Class 20 Natural armour
Hit Points 310 (23d10 + 184)
Speed 40 ft., Fly 80 ft. Hover
STR
24 (+7)
DEX
18 (+4)
CON
23 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +13, DEX +10, CON +12, WIS +11
Skills Arcana +9, Deception +11, Intimidation +11, Perception +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Gear Shadowblade
Senses Truesight 120ft, Passive Perception 20
Languages Abyssal, Common, Telepathy 120ft
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

.

Legendary Resistance (2/Day).

If Be’lakor fails a saving throw, he can choose to succeed instead.

Shadow Shroud.

Dim light and darkness within 30 feet of Be’lakor become magical darkness that moves with him. He can see through it normally.

Magic Resistance.

Be’lakor has advantage on saving throws against spells and other magical effects.

Magic Weapons.

Be’lakor’s weapon attacks are magical

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

Multiattack.

Be’lakor makes three attacks with his Shadowblade.

Shadowblade. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing plus 13 (3d8) necrotic damage.

If the target is in dim light or darkness, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of Be’lakor’s next turn.

Soul Rend (Recharge 5–6).

Be’lakor tears at a creature’s spirit within 30 ft. The target must make a DC 18 Charisma saving throw, taking 36 (8d8) necrotic damage on a failed save and half as much on a success. If the save fails by 5 or more, the target is stunned until the end of its next turn.

Teleport.

As a bonus action, Be’lakor magically teleports up to 60 feet to an unoccupied space he can see in dim light or darkness.

Withering Gaze. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 27 (6d8) necrotic

damage, and the target’s Strength score is reduced by 1d4 until Be’lakor’s next turn.

Veil of Despair

Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 27 (6d8) necroticdamage, and the target’s Strength score is reduced by 1d4 until Be’lakor’s next turn.

 

 

Reactions

Opportunity attack

Legendary Actions

Be’lakor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Be’lakor regains spent legendary actions at the start of his turn.

Move. Be’lakor moves up to half his speed without provoking opportunity attacks.
Shadow Strike (Cost 2 Actions). Makes one Shadowblade attack.
Veil Shift (Cost 3 Actions). All bright light within 60 ft. is extinguished and Be’lakor teleports to a space of darkness he can see and turns invisible until the end of his next turn.

 

Mythic Actions

Mythic Action Name. 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

Be’lakor Characteristics

A Shifting Silhouette

Be’lakor’s form is never fully constant. His body is a towering, winged mass of shadow-fused muscle, but edges blur and flicker like smoke cut by moonlight. Jagged horns sweep back from his crown, their shape subtly changing as though sculpted by the darkness that coils around him. His eyes burn with an unnatural, colorless glare—light not produced, but consumed.

Aura of Smothered Light

The air around Be’lakor feels heavy, as though pressing inward from all sides. Light dims or dies outright near him, fire sputtering into cold embers and magical radiance turning to pale, sickly glow. Creatures within his shadow feel their thoughts slow, their confidence falter, and their dreams fracture into whispers of failure.

Voice from the Void

Be’lakor speaks rarely in combat, but when he chooses to, his voice echoes as if layered across countless distant halls. Each word carries the weight of command and the edge of ancient contempt, as though he addresses mortals the way a judge speaks to criminals already sentenced.

Master of Manipulation

More than brute strength, Be’lakor revels in the unraveling of hope. He watches his foes for signs of fear, hesitation, or pain, and exploits those weaknesses with surgical cruelty. He prefers to divide enemies—emotionally or physically—before closing in for the kill.

Shadow-forged Wings

His wings are vast, torn at their edges as though burned by darkness instead of fire. In flight, they do not beat so much as fold reality, letting him move through the air with unnatural silence. The wind seems to retreat from him rather than carry him.

Predatory Stillness

Between explosive bursts of violence, Be’lakor is eerily motionless—statue-like, poised, and patient. He does not pace, roar, or posture; he watches, calculates, and waits for the precise moment to strike. This quiet malice is often more terrifying than his attacks.

Presence of Ancient Wrath

Though he seldom shows emotion, Be’lakor radiates a simmering, ancient fury—a sense that he has been wronged on a cosmic level. His every action carries the weight of a being who has suffered humiliation beyond mortal comprehension and seeks to reclaim a throne no one else even remembers.

Tactics of the First Daemon Prince

Be’lakor fights like a being who has commanded legions and shattered worlds. He tests his opponents’ defenses with layered waves of shadow, fear, and psychic pressure, saving brute force for the moment when resistance breaks. His attacks are calculated, merciless, and designed to destroy not just the body but the will.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Be’lakor takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.

  • Shadow Collapse. A 30-ft-radius area of shadow buckles. Each creature in it must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.

  • Veil of Despair. Be’lakor creates a wave of hopelessness. Creatures of his choice within 60 ft. must succeed on a DC 18 Wisdom saving throw or suffer disadvantage on attack rolls and saving throws until initiative count 20 on the next round.

  • Grasping Night. Dark tendrils erupt from the ground in a 20-ft-square within 60 ft. Each creature in the area must make a DC 18 Strength saving throw or be restrained until the end of its next turn.

Regional Effects

The region within 6 miles of Be’lakor’s lair is warped by his presence. The effects fade 1d10 days after he is destroyed.

  • Bright light is dimmed to gloom; torches and magical light flicker and burn half as bright.

  • Beings who dream within the region suffer whispers of despair, gaining no benefit from short rests..

 

 

Habitat: Any

Roach101

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