THE SHARED REFERENCE Adventurer

Monster

Baalzebul

Outside your table’s allowed sources

Official reference · CoA · 2014

Creature type
Fiend
Size
Huge
Armor class
19 (natural armor)
Hit points
540 (40d12 + 280)
Speed
Walk 30 ft., Fly 60 ft.
Challenge rating
26
Alignment
Lawful Evil
Strength
28
Dexterity
15
Constitution
25
Intelligence
21
Wisdom
24
Charisma
26
Passive Perception
17
Saving Throws
str: +17; con: +15; int: +13; cha: +16
Skills
athletics: +17; deception: +24; insight: +15; intimidation: +16; persuasion: +16
Senses
darkvision 120 ft., tremorsense 10 ft.
Languages
all, telepathy 120 ft.
Resistances
acid, cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Devil's Sight

Magical darkness doesn't impede Baalzebul's darkvision.

Fiendish 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.

Lord of Flies

Insects don't attack Baalzebul, and he can issue orders to them.

Legendary Resistance (3/Day)

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

Magic Resistance

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

Stench of the Slug (Slug Form Only)

A creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or have the poisoned condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour.

Actions

Multiattack

Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks.

Slam

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) necrotic damage.

Pungent Eruption (Slug Form Only, Recharge 4-6)

Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. Targets take 36 (8d8) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the poisoned condition for 1 minute.

Heart of Pestilence (Recharge 5–6)

Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a DC 21 Charisma saving throw, followed by a DC 21 Constitution saving throw. Failing the Charisma save makes a creature have the frightened condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a Greater Restoration spell or similar is cast.

Bonus actions

Displace

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

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Pummel

Baalzebul makes a Slam attack.

Teleport

Baalzebul uses Displace.

Insect Gorge (Costs 2 Actions)

Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. A creature takes 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw.

Call Underling (Costs 3 Actions)

Baalzebul summons an allied bone devil in an unoccupied space that he can see.

Spellcasting (Winged Form Only)

Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

At will: Animate Dead, Darkness, Detect Evil and Good, Detect Magic, Dispel Evil and Good, Hallow, Hold Monster, Suggestion, Teleport, True Seeing

1/day each: Symbol (pain or insanity), Wish

Regional effects

The region containing Baalzebul's lair is corrupted by his presence, which creates the following effect:

  • Filth: Within 1 mile of the lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as 3.

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

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