Baalzebul

Huge Fiend (Devil), Lawful Evil

STR
28 (+9)
DEX
15 (+2)
CON
25 (+7)
INT
21 (+5)
WIS
24 (+7)
CHA
26 (+8)
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.

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

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 Actions

Legendary Action Uses: 3. Immediately after another creature's turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.

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.

Lair Actions

On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:

  • Protective Burrow.

    Baalzebul uses his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and three-quarters cover at 20 feet.

  • Attack.

    The archdevil uses one of their available melee or ranged attacks against a single foe.

  • Cast a Spell.

    The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.

  • Deceitful Whispers.

    The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.

  • Fiendish Fortitude.

    The archdevil recharges one of their expended abilities.

  • Frenzy.

    The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.

  • Summon Underlings.

    The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.

  • Teleport.

    The archdevil teleports themself to an area they can see within 120 feet.

  • Trap.

    The archdevil casts the Hold Monster spell.

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 difficult terrain.

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

Find this creature in the encounter builder

Baalzebul

Source: Chains of Asmodeus, p. 219 - Licenses and attribution