Huge Fiend (Devil), Lawful Evil
Armor Class 8
Hit Points 622 (80d20 + 541)
Speed 20 ft., Burrow 15 ft., Climb 10 ft.
STR
30 (+10)
DEX
7 (-2)
CON
30 (+10)
INT
18 (+4)
WIS
17 (+3)
CHA
30 (+10)
Saving Throws CHA +19
Skills Deception +21
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Slime. Baalzebul is infused with slime. His attacks deal an extra 36 (8d8) necrotic damage (included in the attacks). If any creature touches him, it takes that much damage and any non-magical melee weapon that hits him is destroyed.

Horrific Presence. Any creature within 30 feet of Baalzebul cannot regain Hit Points and takes 10 (3d6) necrotic damage at the start of each of its turns.

Home to Many Things. Baalzebul can cast Insect Plague at will. The spell's origin is him, and he can control the plague's movement.

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

Lord of the Flies. Baalzebul is immune to any damage dealt by insects.

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 3 bite attacks.

Release Insects (Recharge 4-6). Baalzebul releases a swarm of insects from his stomach. No XP is rewarded for defeating the swarm. Roll a d4 to determine the insect's species: 1. beetles 2. centipedes 3. spiders 4. wasps The swarm has double Hit Points.

Sliming Touch (Recharge 3-6). Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 87 (15d10 + 10) necrotic damage and the target must make a DC 25 Constitution saving throw or be poisoned for one minute.

Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage and 22 (3d10+6) poison damage and 36 (8d8) necrotic damage.

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

Reactions

Disgorge. In result to taking 20 or more damage from a single attack, Baalzebul recharges his release insects and uses it.

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.

Bite. Baalzebul makes a bite attack.

Recharge (Costs 3 Actions). Baalzebul recharges one of his attacks.

Teleport. Baalzebul uses his teleport action.

Description

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

Baalzebul resides in the hollowed out carcass of a gigantic insect on Maladomini, the seventh layer of the Nine Hells.

Lair Actions

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

  • Baalzebul summons 1d4 spiders.
  • Baalzebul uses his sliming touch if it is charged.

Regional Effects

While Baalzebul lives, Maladomini is under the following effects

  • All devil blood turns to slime.
  • Foods rot twice as fast as they normally would.

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

coolthing

Comments

Posts Quoted:
Reply
Clear All Quotes