Avatar Of Baalzebul

Medium fiend (devil), lawful evil

Armor Class

14 (natural armor)

Hit Points

285 (30d8 + 150)

Speed

20 ft., fly 30 ft.

Saves

Str +11, Cha +11

Skills

Deception +11, Insight +10, Intimidation +11, Persuasion +11

Damage Resistances

acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Vulnerabilities

radiant

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

18

Proficiency Bonus

+6

Stench of the Slug

Any creature that starts its turn within 10 feet of the avatar must succeed on a DC 19 Constitution saving throw or have the poisoned condition until the start of their next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.

Actions

Multiattack

The avatar makes four Sickening Claw attacks. It can replace one of the attacks with Insect Gorge (if available).

Sickening Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) acid damage. The target's hit point maximum is reduced by the acid damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Insect Gorge (Recharge 4-6)

The avatar disgorges a swarm of biting flies at a point it can see within 300 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 19 Constitution saving throw. A creature takes 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute or until the avatar is slain. A creature must also make this saving throw when it enters the insects' area for the first time on a turn or ends its turn there.

Caustic Slimepool (1/Day)

The avatar causes caustic slime to emanate from itself, covering a 15-foot-radius circle. Each creature within the slime must succeed on a DC 19 Dexterity saving throw or have the grappled condition (escape DC 17). A grappled creature takes 21 (6d6) acid damage at the start of its turn.