Beelzebub by Tommy Suhartono
|Baalzebul (WIP)||Challenge 27|
|Large fiend (archdevil), lawful evil||210,000 Elite XP|
Armor Class 22 (Natural Armor)
Hit Points 806 (52d10 + 520; bloodied 403)
Speed 50 ft., fly 100 ft.
|27 (+8)||26 (+8)||30 (+10)||28 (+9)||29 (+9)||27 (+8)|
Saving Throws Str + 16, Dex +16, Con +18, Int+17, Wis +17, Cha +16
Skills acrobatics +16, arcana +17, history +17, insight +17, perception +25, religion +17
Damage Resistances cold, lightning; poison
Damage Immunities acid, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 300 ft., Passive Perception 35
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 24
Archduke (Elite Trait; 1/Rest). The first time Baalzebul is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.
Banishment. When Baalzebul drops to 0 hit points, and he is not in Maladomini, his body is destroyed but his essence travels back to his domain in Avernus, and is unable to take physical form for a time.
Infernal Might. While in Hell, Baalzebul's attacks ignore all resistances of creatures with less than 18 hit dice and he scores a critical hit on a roll of 18 or greater.
Limited Magic Immunity. Unless he wishes to be affected, Baalzebul is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Baalzebul has disadvantage on the attack roll.
Lord of Flies. Baalzebul can command all insects within 1 mile of him as if he had cast the spell dominate beast on them, except he only needs to use a bonus action to exert precise control. In addition, while an insect is within 120 feet of him it gains a +10 bonus to its attacks and they are considered magical, included in disgorge insects.
Lord of Maladomini. While in Maladomini, Baalzebul can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.
Multiattack. Baalzebul can use his Disgorge Insects if it is available. He then makes three melee attacks. Baalzebul can replace one of these attacks with a Horrifying Gaze attack or cast an at will spell.
Biter. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: 25 (4d6 + 11) magical slashing damage plus 14 (4d6) acid damage and the target must make a DC 24 Constitution saving throw or be dazed until the end of its next turn.
Slam. Melee Weapon Attack: +16 to hit, reach 5 ft, one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 14 (4d6) necrotic damage and the target must make a DC 24 Strength saving throw or be knocked prone, pushed 10 feet, or grappled, Baalzebul's choice.
Horrifying Gaze. Ranged Spell Attack: +16 to hit, range 300ft., one target. Hit: 22 (4d10) psychic damage and the target must make a DC 24 Charisma saving throw. On a failure the target is frightened and dazed. The target may make an additional saving throw at the end of each of its turns, ending the effects on a success. Baalzebul has advantage on attacks against targets frightened by this attack.
Disgorge Insects (recharge 5-6). Baalzebul exhales ten swarms of flying infernal insects from his mouth that fill a 10-foot radius sphere centered on Baalzebul. Each swarm uses the Swarm of Insects (Wasps) stat block, except with a +13 to hit with their Bite attack. Each swarm acts as on the same initiative and otherwise acts as a whole. The swarms act as ally of Beelzebub and obey his commands. A swarm of insects remains until it dies, Beelzebub dies or is banished, or until he dismisses them as a bonus action.
The whole swarm provides 3/4 cover to Baalzebul and his allies and 1/2 cover when half or fewer of the swarms remain.
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: Acid Arrow (6th level), Detect Evil and Good, Detect Magic, Detect Thoughts, Giant Insect, Invisibility (self only), Stinking Cloud
3/day each: Animate Dead, Contagion, Dispel Magic, Hold Monster, Insect Plague, Mirror Image, Mislead, Teleport, Vitriolic Sphere
1/day each: Plane Shift (self only), Programmed Illusion, wish (replicate another spell only)
Acid Arrow (6th level). Ranged Spell Attack: +16 to hit, range 120ft., one target. Hit: 20 (8d4) acid damage plus 15 (6d4) ongoing acid damage. On a miss the target takes half damage.
Summon Devil (3/day). Baalzebul magically summon one of the following types of devil: 1d6+2 horned devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes.
Teleport. Baalzebul teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Baalzebul can take two reactions per round, but only one per turn.
Insect Shield. If Baalzebul would be hit by a ranged attack or is the target of the magic missile spell, he commands a swarm of flies, if there are any, to use a reaction and intercept the attack, becoming the target of the attack instead of Baalzebul.
Baalzebul can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Baalzebul regains spent legendary actions at the start of his turn.
Elite Recovery. Baalzebul ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Baalzebul regains 20 hit points.
Fly Form. Baalzebul can polymorph into the form of a fly or back into his true form. While in the form of a fly, he retains his Intelligence, Wisdom, and Charisma scores, all other stats are that of the flies. Any equipment he is wearing or carrying is absorbed or fall off. While in fly form, Baalzebul can take the Dash, Disengage, or Dodge actions as a bonus action.
Teleport. Baalzebul uses his Teleport action.
Multiattack (Cost 2 Actions). Baalzebul makes two melee attacks. He can replace on of these attacks with a Horrify Gaze attack or to cast an at will spell.
Sickening Cadence (Cost 3 Actions). Baalzebul commands his swarm to produce a horrid magical cacophony of buzzing and chittering. Each creature in or within 60 feet of Baalzebul's swarm must make a DC 24 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is deafened, dazed and cannot concentrate as long as at least one swarm is living. A target can repeat their saving throw at the end of each of their turns, ending the effect on themselves on a success. On a success, the target takes half as much damage and is deafened until the end of its next turn.
Toxic Vomit (Elite Action; Costs 2 Actions). Beelzebub sprays out a acidic slime in a 60–foot line that is 5 feet wide. Each creature in that line must succeed on a DC 26 Dexterity saving throw. On a failed save, a target takes 27 (6d8) acid damage, and the target is restrained. On a successful save, the target takes half damage and is not restrained. A target restrained in this way, can use its action to make a DC 26 Strength check, breaking free on a success. If a target ends its turn restrained by Baalzebul's slime, it takes 13 (3d8) acid damage.
Weapon (greatsword), artifact (requires attunement)
Biter is a Large magic greatsword that grants a +3 bonus to attack and damage rolls made with it. It deals an additional 14 (4d6) acid on a hit.
Ever Bleeding. Damage inflicted by biter is difficult to heal. Until a creature has completed a long rest, any damaged caused by Biter cannot be healed.
Insect Food. If a creature dies from wounds caused by Biter, the next round it burst in a swarm of infernal insects. Use the statistics for a Swarm of Insects (Wasps).
Special. While Baalzebul is in possession of Biter it uses his save DC and attack bonus, additionally attacks made with it ignore resistance to acid damage.