Armor Class
19 (natural armor)
Hit Points
540 (40d12 + 280)
Speed
20 ft., burrow 20 ft., climb 20 ft.
Saving Throws
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.
Traits
Source
Description
Minsc and Boo's Journal of Villainy p. 92
Devil's Sight
Description
Magical darkness doesn't impede Baalzebul's darkvision.
Decipher Weakness
Description
Baalzebul scores a critical hit on a roll of 19 or 20.
Innate Spellcasting
Description
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)
Description
If Baalzebul fails a saving throw, he can choose to succeed instead.
Lord of Flies
Description
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
Description
Baalzebul has advantage on saving throws against spells and other magical effects.
Magic Weapons
Description
Baalzebul's slam attacks are magical.
Regeneration
Description
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
Description
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
Description
When casting animate dead, Baalzebul can summon 10 additional zombies or skeletons as long as sufficient corpses are available.
Actions
Multiattack
Description
Baalzebul uses his Fear and Weakness gaze (if available) and then makes two slam attacks.
Slam
Description
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)
Description
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
Description
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)
Description
Baalzebul summons 1d6 horned devils, 1d4 ice devils, or 1 pit fiend.
Legendary Actions
Legendary Actions (3/Turn)
Description
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
Description
Baalzebul uses his Teleport action.
Insect Gorge (Costs 2 Actions)
Description
Baalzebul disgorges a swarm of biting flies (otherwise same as insect plague) that deals 44 (8d10) piercing damage and does not require concentration.
Attack
Insect Gorge||8d10
Spells
animate dead, detect evil and good, detect magic, fireball, hallow spell, hold monster, suggestion, teleport, true seeing, dispel evil and good, symbol (pain or insanity), wish