Huge Fiend (Devil), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 627 (38d12 + 380)
Speed 20 ft., Burrow 20 ft., Climb 20 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
27 (+8)
WIS
26 (+8)
CHA
27 (+8)
Saving Throws DEX +11, CON +19, WIS +17, CHA +17
Skills Arcana +17, Deception +35, Insight +26, Intimidation +17, Investigation +17, Perception +17, Persuasion +26
Damage Resistances Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 27
Languages All, Telepathy 120 ft.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Aura of Weakness. Each creature, other than a devil, that starts its turn within 50 feet of Baalzebul must succeed on a DC 26 Constitution saving throw or deal only half damage with attacks using strength until the start of its next turn. A creature that passes this saving throw is immune to Baalzebul’s Aura of Weakness for 24 hours.

Hellish Weapons. Baalzebul’s weapon attacks are magical and deal an extra 36 (8d8) necrotic damage on a hit (included in the attacks).

Immutable Form. Baalzebul is immune to any spell or effect that would alter his form. Only a wish spell can remove this trait.

Innate Spellcasting. Baalzebul’s innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: detect magic, giant insect, insect plague, invisibility(self only), major image, thaumaturgy, web

1/day each: glibness,  symbol(insanity only)

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

Lord of the Flies. An insect attempting to attack Baalzebul treats him as if he is under the effect of a sanctuary spell (save DC 25).

Lord of the Lies. Baalzebul adds triple his proficiency bonus to Charisma (Deception) checks.

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

Path of Baalzebul. As a bonus action on his turn, Baalzebul can choose one ally he can see within 30 feet of himself. Until the start of Baalzebul's next turn, he gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.

Regeneration. Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Baalzebul makes a slam attack and uses his Withering Touch.

Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 36 (8d8) necrotic damage.

Withering Touch. Melee Spell Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (8d8) necrotic damage and the target must succeed on a DC 25 Constitution saving throw or have one limb of Baalzebul’s choice shrivel and become useless until healed by magic such as regenerate.

Insect Gorge (Recharge 5-6). Baalzebul disgorges a swarm of stinging insects in a 60 foot cone. All creatures within that cone must make a DC 27 Dexterity saving throw, taking 70 (20d6) piercing damage on a failed save or half as much on a successful one. The insects then form a cloud in a 25-foot radius around Baalzebul until this ability recharges, at which point he swallows them again. The area inside the cloud is heavily obscured to creatures without truesight and any living creature (other than Baalzebul) takes 20 (10d6) piercing damage if it starts its turn in the cloud. The insects in this cloud use the statistics of a giant wasp if Baalzebul casts giant insect on them.

Teleport. Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Baalzebul 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. Baalzebul regains spent legendary actions at the start of his turn.

Wither. Baalzebul uses his Withering Touch.

Teleport. Baalzebul uses his Teleport action.

Recharge (Costs 3 Actions). Baalzebul recharges his Insect Gorge.

Lair and Lair Actions

Baalzebul’s Lair

Baalzebul’s lair is the hollowed out carcass of an insect larger than the tarrasque.

 

Lair Actions

On initiative count 20 (losing initiative ties), Baalzebul can take a lair action to cause one of the following effects; Baalzebul can’t use the same effect two rounds in a row:

  • Baalzebul casts polymorph (spell save DC 25) without requiring concentration, turning the target into a scorpion with immunity to all damage for the duration.
  • Baalzebul casts power word kill.
 

Regional Effects

The region containing Baalzebul’s lair is warped by his magic, which creates the following effects:

  • Carcasses within 1 mile of the lair have a 25% chance of spontaneously spawning a swarm of rotgrubs ever hour.
  • Creatures other than devils have disadvantage on Wisdom (Insight) checks while within 1 mile of the lair.

If Baalzebul dies, these effects fade over the course of 1d10 days. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2020 3:24:03 AM
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Monster Tags: Devil

Newb_DM

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