Beelzebabe (5e Creature)
Beelzebabe[edit]
Medium fiend, lawful evil Armor Class 20 (natural armor)
Saving Throws Dex +15, Con +12, Int +11, Wis +12, Cha +15 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 ACTIONSMultiattack. 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. REACTIONSSwarm 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 ACTIONSThe 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. |
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 LairA 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. Lair ActionsOn 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:
Regional EffectsThe region containing a beelzebabe's lair is warped by the beelzebabe's magic, which creates one or more of the following effects:
If the beelzebabe dies, these effects fade over the course of 2d4 days. |
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