Beelzebabe (5e Creature)

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Beelzebabe[edit]

Medium fiend, lawful evil


Armor Class 20 (natural armor)
Hit Points 199 (19d8 + 114)
Speed 50 ft., climb 50 ft., fly 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 28 (+9) 22 (+6) 21 (+5) 23 (+6) 28 (+9)

Saving Throws Dex +15, Con +12, Int +11, Wis +12, Cha +15
Skills Acrobatics +15, Animal Handling +12, Arcana +11, Insight +12, Nature +11, Perception +12, Religion +11, Stealth +15, Survival +12
Proficiency Bonus +6
Damage Vulnerabilities radiant
Damage Resistances psychic
Damage Immunities acid, fire, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Infernal and any five other
Challenge 18 (20,000 XP)


Sin Sense. The beelzebabe automatically knows the direction of the nearest creature within 100 feet of itself that is not of lawful good alignment and not a fiend, undead, or construct.

Self-Sustaining Magic. The beelzebabe's spells do not need concentration, and last their entire duration once cast. Only one instance of each concentration spell can be active at a time.

Fiendish Pheromones. Insects and creatures bearing significant insectoid qualities must succeed a DC 17 Intelligence saving throw when they enter a 120-foot radius of the beelzebabe or become charmed by the beelzebabe. Creatures with an Intelligence of 4 or less automatically fail this save. Creatures charmed in this manner can't be affected by the beelzebabe's attacks unless it chooses, and they obey the beelzebabe's orders to the best of their ability. If a creature charmed in this manner takes damage or is given a self-destructive order, it can make the saving throw again. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the beelzebabe's Fiendish Pheromones for the next 24 hours.

Innate Spellcasting. The beelzebabe's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:

At will: contagion, insect plague, mage hand, misty step, web
3/day each: arcane hand, mass suggestion, power word pain
1/day each: psychic scream

ACTIONS

Multiattack. The beelzebabe can use its Unholy Beauty. It then makes three attacks. In place of an attack, it can cast one spell.

Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 23 (4d6 + 9) psychic damage and the target must succeed on a DC 23 Wisdom saving throw or become charmed until the end of the beelzebabe's next turn. A creature charmed in this way may repeat the saving throw at the beginning of their next turn, ending the condition on a success.

Kick. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 31 (4d10 + 9) bludgeoning or piercing damage. If no target is within range, the beelzebabe can move up to 10 feet towards the nearest target before attacking.

Unholy Beauty. Each creature of the beelzebabe's choice that is within 120 feet of the beelzebabe and aware of it must succeed on a DC 23 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw as an action on each of its turns, and gains advantage if the creature took damage since the end of its last turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the beelzebabe's Unholy Beauty for the next 24 hours.

REACTIONS

Swarm Armor. A swarm of insects surrounds the beelzebabe until the start of its next turn. While this swarm is present, the beelzebabe has half cover, and resistance to one damage type of its choice.

LEGENDARY ACTIONS

The beelzebabe 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. The beelzebabe regains spent legendary actions at the start of its turn.

Lovely Lunge. The beelzebabe moves up to its fly speed towards a target it can see and makes a touch attack.
Swarm Order. The beelzebabe moves a swarm of insects created by its insect plague up to 40 feet in any direction. The beelzebabe can also choose to change its area of effect into a wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 30 feet in diameter, 15 feet high, and 5 feet thick, or some other shape of similar volume.
Bloodsuckers. The beelzebabe recovers hit points equal to half the amount lost by the last creature damaged by the beelzebabe's insect plague spell.

The most powerful of all a wretch's adult forms, the beelzebabe resembles a human woman of impossible beauty, even with its insectoid wings, extra pair of arms, and the sleek, red, chitinous plates along its limbs and sides. Though not as physically intimidating or powerful as some of the wretch's other adult forms, it more than makes up for it with its unholy speed, charms, immense magical power, and control over all forms of insectoid creatures. Beelzebabes raised by humanoids from the day they hatched from an egg as a wretch may take on the personality traits of the one who raised and protected them, being bubbly, boisterous, maternal, or something similarly positive, but the majority of beelzebabes, born and grown alone, are cold and distant, with no more regard in their hearts for humanoids than for the countless insects that swarm to serve their every whim.

Noble Queens. Each beelzebabe, upon finding a location suitable to its tastes, will establish a territory there that other beelzebabe will avoid, and within that territory they will create a hive to lay eggs and produce hordes of loyal children. Despite this ominous behaviour, beelzebabe are more interested in self-preservation than domination, and so will often keep themselves and their forces restricted to a small area to avoid incurring the wrath of stronger forces and monsters. Humanoid-raised beelzebabe will often swear their territory's loyalty to whoever their adoptive parent was.

Grub's Gratitude. A beelzebabe will not forget a creature that protected it and allowed it to flourish as a wretch and as a pupa, avoiding attacking that creature if possible, and giving that creature its loyalty if that creature is both stronger than the beelzebabe and asks fealty of it. A beelzebabe can even teach this loyalty to its own children and minions if it later has any, but those children or minions may not recognize the one their parent or leader so respected if that creature is not present.

A Beelzebabe's Lair

A beelzebabe, seeking to keep itself safe and amass power, will often fly a vast distance from the place it was born and seek out warm, easily-fortified areas far from notice, such as ruins, abandoned castles or ghost towns, or in the canopies of very large trees deep in the forest or jungle. Areas with complex paths to travel through are favored by beelzebabes, keeping foes within range of the beelzebabe's minions and spells.
Throughout the lair, the beelzebabe will place things it likes, from pieces of art, to trophies from slain enemies, to thralls it finds pleasing to look at, having them cater to its needs. Somewhere within this lair, a reinforced chamber exists where the beelzebabe restrains its enemies and plants eggs that hatch into wretches. These wretches, as they pupate and grow, will come to serve the beelzebabe as a loyal army,

Lair Actions

On initiative count 20 (losing ties), the beelzebabe takes a lair action to produce one of the following effects; the beelzebabe can't use the same effect more than once in a row:

  • A piercing screech emanates from every insect in the lair. Any creature within 5 feet of a space currently affected by one of its spells must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4 (1d8) thunder damage and is stunned until the end of their next turn. On a successful save, a creature takes half as much damage and isn't stunned.
  • A pink 30-foot-wide fog cloud erupts from a point within 120 feet of the beelzebabe that it can see before dispersing. Creatures within the fog must make a DC 15 Constitution saving throw, taking 10 (4d4) poison damage on a failed save or half as much damage on a successful one.
  • A 10-foot cube of insects swarms around a point within 120 feet of the beelzebabe that it can see. Creatures of the beelzebabe's choice inside the cube must succeed on a DC 15 Strength saving throw or be moved 20 feet in a direction of the beelzebabe's choice. If a creature fails the save by more than 5, it is knocked prone as well.

Regional Effects

The region containing a beelzebabe's lair is warped by the beelzebabe's magic, which creates one or more of the following effects:

  • Insects and insectoid creatures become more active within 5 miles of the beelzebabe's lair. These creatures can telepathically send images of creatures they spot to the beelzebabe.
  • Pink fog rolls across the land within 3 miles of the beelzebabe's lair. Creatures that breathe this fog must succeed on a DC 15 Wisdom check when they make a long rest or be charmed by the beelzebabe until they take damage. Insects and insectoid creatures make this save at disadvantage.
  • Creatures hostile to the beelzebabe become lost much easier within 3 miles of the beelzebabe's lair. When traveling in this area, at least one member of a group of hostile creatures must make a DC 15 Wisdom (Survival) check or the group will lose their way (DM's choice how this affects travel).

If the beelzebabe dies, these effects fade over the course of 2d4 days.


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