Large Fiend (Devil), Lawful Evil
Armor Class 23 (Natural Armor)
Hit Points 620 (42d10 + 380)
Speed 50 ft., Fly 100 ft.
STR
28 (+9)
DEX
24 (+7)
CON
30 (+10)
INT
28 (+9)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +17, CON +18, INT +17, WIS +16
Skills Deception +18, Insight +17, Intimidation +18, Perception +16
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 180 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Banishment. When Baalzebul drops to 0 hit points, his body explodes into a cloud of biting insects, refer to disgorge insects, and his essence travels back to his palace in Maladomini, and is unable to take physical form for a time. The flies remain for 1 minute and then dissipate.

Devil’s Sight. Magical darkness doesn’t impede Ballzebul’s darkvision.

Innate Spellcasting. Baalzebul’s spellcasting ability is Intelligence (spell save DC 26, +15 to hit with attack spells). Baalzebul can innately cast the following spells, requiring no material components:

At will: giant insect, hold monster, insect plague, invisibility, poison spray, teleport, wall of fire

3/day each: blight (9th level), blindness/deafness, dominate monster, locate object, alter self, symbol

1/day each: abi-dalzim’s horrid wilting, feeblemind, power word kill

Legendary Resistance (3/Day). If Baalzebul fails a saving throw, he can choose to succeed instead.

Magic Resistance. Baalzebul has advantage on saving throws against spells and other magical effects.

Lord of Flies. Baalzebul can command all insects within 1 mile of him as if he had cast the spell dominate beast on them, except only needed to spend a bonus action to exert precise control. In addition, while an insect is within 120 feet of him it gains a +10 bonus to its attacks and they are considered magical, included in disgorge insects.

Biter. Biter is a +3 epic greatsword that does and extra 28 (8d6) poison damage, included in the attack. In addition, the sword has 10 charges, and any of its properties that requires a saving throw has a save DC of 22, +15 to hit with attack spells. While holding it, Baalzebul can use an action to spend 1 or more charges to cast one of the following spells from it: blinding smite (1 charge), staggering smite (1 charge),, or banishing smite (2 charges). The sword regains 1d6 + 4 charges daily.

Actions

Multiattack. Baalzebul makes two attacks, any combination of biter, horrifying gaze, and withering touch.

Biter. Melee Weapon Attack: +15 to hit, reach 15 ft, one target. Hit: 47 (10d6 + 18) bludgeoning damage, and 28 (8d6) poison damage and the target must make a DC 25 Constitution saving throw or be poisoned.

Horrifying Gaze. Ranged Spell Attack: +15 to hit, range 240ft., one target. Hit: 42 (4d20) psychic damage and the target must make a DC 24 Charisma saving throw. On a failure the target is frightened, has disadvantage on strength and dexterity saving throws, and all of its attacks do half damage. The target may make an additional saving throw at the end of each of its turns, ending the effects on a success. Baalzebul has advantage on attacks against targets frightened by this attack.

Withering Touch. Melee Spell Attack: +15 to hit, reach 10ft, one target. Hit: 45 (10d8) necrotic damage and the target must make a DC 25 Constitution saving throw or suffer a level of exhaustion (this effect stacks). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Baalzebul regains hit points equal to that amount. The hit point reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Disgorge Insects (recharge 5-6). Baalzebul exhales a swarm of flying infernal insects from his mouth. The swarm fills a 10 foot radius (gargantuan) sphere centered on Baalzebul, and lasts until it is reduced to 0 hit points or Baalzebul dismisses it as a bonus action. The swarm acts immediately after Baalzebul, and he can use a bonus action to control is actions, Otherwise it stays in its current location and attacks all creatures within the swarm, except Baalzebul and his allies. The swarm provides 3/4 cover at HP, 1/2 cover at 3/4 (63 ) HP, and no cover at half (42) or lower HP to Baalzebul and his allies within the swarm.

The swarm has the following attributes: AC 14; HP: 84 (8d20); Speed: fly 30 ft. (hover); resistances, immunities, sense and traits as a swarm of insects (MM pg 338); Challenge: 6 (2,300 XP); Actions: Bites. Melee Weapon Attack: +12 to hit, reach 0 ft, all targets within the swarm. Hit: 20 (8d4) piercing damage and 20 (8d4) poison damage at full hit points, 15 (6d4) of both damages at 3/4 (63 ) HP, 10 (4d4) of both damages at 1/2 (42) HP, and 5 (2d4) of both damages at 1/4 (21) HP,

Summon Devil (3/day). Baalzebul magically summon one of the following types of devil (100% chance of success): 1d4+1 horned devils, 1d2 pit fiends; or (50% chance of success) one of his Dukes.

 

Legendary Actions

Baalzebul can take 3 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. If Baalzebul has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Baalzebul regains spent legendary actions at the start of his turn.

Attack. Baalzebul makes one biter, horrifying gaze, or withering touch attack

Innate Spellcasting (2/round). Baalzebul casts a spell.

Teleport (Costs 2 Actions). Baalzebul magically teleports along with anything is carrying up to 120 feet to an unoccupied space he can see.

Spawn’s Retribution (Costs 3 Actions, 1/day). Baalzebul recharges his Disgorge Insects attack.

 

Description

Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.

Baalzebul was the lord of Maladomini, the seventh layer of the Nine Hells, and one of the most powerful archdevils. He bore the titles: Fallen One, Lord of the Flies, Lord of the Lies, and the Slug Archduke. The last refers to the form he was cursed with after the Reckoning of Hell; Asmodeus has made his natural form that of a filth-covered giant slug with tiny arms.

Originally an archon named Triel, Baalzebul was cast down into the Nine Hells and promoted to devilhood by Asmodeus himself. Baalzebul was a perfectionist, and this served him well as he climbed the ranks of devilhood.Eventually he ascended to the status of Lord of the Seventh, not just deposing the former Lord but expunging all knowledge of that entity from existence.

Baalzebul was, for a long time, one of Asmodeus's favored. He controlled not only his own layer of Hell but the Sixth as well, through his viceroy Moloch.

During the Reckoning, Baalzebul's forces challenged Asmodeus himself, but were thwarted when Mephistopheles's troops turned on his own. To punish Baalzebul for his insubordination, Asmodeus changed his formerly angelic form into a melted, sluglike one. Suffering from depression, Baalzebul's perfectionism has lapsed, and his layer of hell shows the signs.

 

Lair and Lair Actions

Lord of Maladomini. Like all of the Nine, Baalzebul’s title has power and his might is greater while he is in his domain. While on Maladomini Baalzebul is considered CR 34 (240,000XP) and he gains the following attributes:

  • Baalzebul can use legendary resistance 5/day.

  • Baalzebul can use 5 legendary actions.

  • Baalzebul has advantage on all attack rolls.

  • Baalzebul rolls a critical hit on a natural 18-20.

  • Baalzebul regains 40 hit points at the start of his turn.

  • Baalzebul can use domain actions.

  • When Baalzebul uses his disgorge insects ability he creates two swarms.

Domain Actions:

While anywhere within the plane of Maladomini, Baalzebul can take a domain action as long as he is not incapacitated.

On initiative count 20 (losing initiative ties), Baalzebul can draw on the infernal power Maladomini to take a domain action to cause one of the following effects:

    • Baalzebul teleports(3/day) to any location within Maladomini.

    • Baalzebul can (1/day) manipulate the gravity of the area within 120 feet of him as if he had cast the spell reverse gravity over the entire area. In addition, Baalzebul can choose which objects and creatures are affected.

    • Baalzebul selects a point he can see within 480 feet of him. The area within a 60-foot radius of that point becomes an anti-magic zone as if it was subject to the spell anti-magic field. This effects last until Baalzebul uses another domain action.

    • Baalzebul releases a horrifying stench that envelops a 40-foot radius area from a point Baalzebul can see. Any creature within area that can smell must make a DC 29 Constitution saving throw, taking 36 (8d8) poison damage and be blinded and poisoned on a failure. In addition, the creature must make an additional saving throw at the end of each of its turns. If it fails three attempts before it succeeds on three attempts it is also unconscious. If the initial saving throw is successful, or the creature succeeds on three attempts before it fails three, all effects of the stench end and it is immune to the stench for 24 hours.

Vyzaelyr

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