Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
Baalzebal makes one Rotting Touch attack and two Vomit attacks.
Action
Rotting Touch
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) necrotic damage and the creature must succeed at a DC 22 Constitution saving throw or be cursed with fly rot. While cursed with fly rot, the creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the creature is reduced to 0 hit points by the fly rot, it dies and its body turns to a swarm of flies. The curse lasts until removed by the remove curse spell or other magic.
Action
Spew Flies (recharge 5-6)
Baalzebal spews forth a cloud of biting insects that fill a 60-foot cube. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage on a failure and being blinded for one minute on a failure, or half as much on a success and not being blinded.
Action
Vomit
Ranged Weapon Attack: +16 to hit, range 30/100 ft., one target. Hit: 22 (2d12 + 9) acid damage.
Legendary Action
Fiendish Recovery (costs 2 actions)
Baalzebal recovers 50 hit points and ends one condition effecting it.
Legendary Action
Fly Vomit
Baalzebal attempts to recharge and use his spew flies breath weapon.
Legendary Action
Projectile Vomit
Baalzebal makes a vomit attack.
Legendary Action
Swarms of Insects (costs 2 actions)
Baalzebal summons 1d4 insect swarms to appear within 60 feet of it.
Special
1/day
power word kill
Special
At will
animate dead, bane, detect evil and good, detect thoughts, dispel magic, giant insect, hold monster, insect plague, invisibility, magic circle, major image, teleport (self only), true seeing, power word stun
Special
Confusion
Victims of his words become disoriented and confused as per the spell confusion.
Special
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Special
Gianter Insect
When Baalzebal casts giant insect, the resulting insects are twice the size and have maximum hit points.
Special
Innate Spellcasting
Baalzebal's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:
Special
Legendary Resistance (3/day)
If Baalzebal fails a saving throw, he can choose to succeed instead.
Special
Magic Resistance
Baalzebal has advantage on saving throws against spells and other magical effects.
Special
Murmuring Mirage
Baalzebal's voice can change people's perception and cause them to see terrain and their location as something different from what it actually is as per the spell hallucinatory terrain.
Special
Regeneration
Baalzebal regains 15 hit points at the start of his turn. If Baalzebal takes damage from a silvered weapon, this trait doesn't function at the start of Baalzebal's next turn. Baalzebal is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
Special
The Lord of Lies
The buzzing of Baalzebal sows discontent and confusion to those who hear his voice. Baalzebal may cause any creature within 30 feet who hears his voice to make a DC 19 Wisdom saving throw, suffering one of the following effects on a failure:
Special
wish
1/week