19 (natural armor)
540 (40d12 + 280)
walk 20 ft., burrow 20 ft., climb 20 ft.
Str +17, Con +15, Int +15, Cha +16
Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks
fire, poison
charmed, exhaustion, frightened, poisoned
darkvision 120 ft., tremorsense 10 ft.
All, telepathy 100 ft.
26
Magical darkness doesn't impede Baalzebul's darkvision.
Baalzebul scores a critical hit on a roll of 19 or 20.
Baalzebul's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: animate dead, detect evil and good, detect magic, fireball, hallow spell, hold monster, suggestion, teleport, true seeing • 3/Day each: dispel evil and good, symbol (pain or insanity) • 1/Day each: wish
If Baalzebul fails a saving throw, he can choose to succeed instead.
Insects do not attack Baalzebul and as a bonus action he can command any number of them within 50 feet to take move or action attacks.
Baalzebul has advantage on saving throws against spells and other magical effects.
Baalzebul's slam attacks are magical.
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 is unable to regenerate.
Any creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.
When casting animate dead, Baalzebul can summon 10 additional zombies or skeletons as long as sufficient corpses are available.
Baalzebul uses his Fear and Weakness gaze (if available) and then makes two slam attacks.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage. Baalzebul's attacks wither the limbs of opponents he strikes. Any creature hit by Baalzebul's slam attack must make a DC 21 Constitution saving throw. Failure means the target loses the use of their legs (stuck in the prone position) or their arms (unable to cast spells or engage in attacks; lose any AC bonus from shields). Baalzebul decides whether he targets arms or legs before making the attack roll. This withering effect lasts for one minute but at the end of each of their turns the afflicted creature may repeat the saving throw.
Baalzebul activates a gaze attack and triggers two effects on everyone within 50 feet of him. The first requires a DC 21 Charisma saving throw; failure means the target is frightened of Baalzebul as per the fear spell. The second effect requires another DC 21 Charisma saving throw. Failure means the target suffers the effects of the ray of enfeeblement spell. Both effects last one minute.
Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Baalzebul summons 1d6 horned devils, 1d4 ice devils, or 1 pit fiend.
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. Baalzebul regains spent legendary actions at the start of his turn.
Baalzebul uses his Teleport action.
Baalzebul disgorges a swarm of biting flies (otherwise same as insect plague) that deals 44 (8d10) piercing damage and does not require concentration.