Baalzebul

Huge fiend (devil), Lawful Evil

Armor Class

19 (natural armor)

Hit Points

540 (40d12 + 280)

Speed

walk 20 ft., burrow 20 ft., climb 20 ft.

Saves

Str +17, Con +15, Int +15, Cha +16

Skills

Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16

Damage Resistances

acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft., tremorsense 10 ft.

Languages

All, telepathy 100 ft.

Challenge

26

Devil's Sight

Magical darkness doesn't impede Baalzebul's darkvision.

Decipher Weakness

Baalzebul scores a critical hit on a roll of 19 or 20.

Innate Spellcasting

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

Legendary Resistance (3/Day)

If Baalzebul fails a saving throw, he can choose to succeed instead.

Lord of Flies

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.

Magic Resistance

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

Magic Weapons

Baalzebul's slam attacks are magical.

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 is unable to regenerate.

Stench of the Slug

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.

Undead Mastery

When casting animate dead, Baalzebul can summon 10 additional zombies or skeletons as long as sufficient corpses are available.

Actions

Multiattack

Baalzebul uses his Fear and Weakness gaze (if available) and then makes two slam attacks.

Slam

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.

Fear and Weakness Gaze (Recharge 5-6)

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.

Teleport

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

Summon Allies (1/Day)

Baalzebul summons 1d6 horned devils, 1d4 ice devils, or 1 pit fiend.

Legendary actions

Legendary Actions (3/Turn)

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.

Teleport

Baalzebul uses his Teleport action.

Insect Gorge (Costs 2 Actions)

Baalzebul disgorges a swarm of biting flies (otherwise same as insect plague) that deals 44 (8d10) piercing damage and does not require concentration.