Belphegor
Large fiend (demon), chaotic evil
Armor Class 20
Hit Points 337 (25d12 + 175)
Speed 40 ft., fly 40 ft.
STR 22 (+6) · DEX 12 (+1) · CON 24 (+7) · INT 26 (+8) · WIS 20 (+5) · CHA 24 (+7)
Saving Throws Str +13, Con +14, Int +15, Wis +12, Cha +14
Skills Arcana +15, Deception +14, Investigation +15, Persuasion +14
Damage Resistances cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Traits
Legendary Resistance (3/Day). If Belphegor fails a saving throw, he can choose to succeed instead.
Magic Resistance. Belphegor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Belphegor’s weapon attacks are magical.
Aura of Apathy. At the start of each of Belphegor’s turns, each creature of his choice that starts its turn within 30 feet of him must succeed on a DC 22 Wisdom saving throw or be lethargic until the start of Belphegor’s next turn. A lethargic creature has disadvantage on attack rolls and ability checks, and its speed is halved.
Infernal Engineer. Belphegor can take the Use an Object action as a bonus action, and he adds double his proficiency bonus to any ability check he makes to operate, identify, or dismantle a mechanical device.
Throne of Sloth. Belphegor is normally seated on a Huge, hovering armchair made of infernal brass and plush scarlet cushions. While seated (which he is at the start of an encounter), he gains the following benefits:
He has half-cover (+2 AC, already calculated).
He can hover and has a flying speed of 40 feet.
He can’t be knocked prone.
The throne is an object with AC 20, 50 hit points, and immunity to poison and psychic damage. If it is reduced to 0 hit points, it shatters and Belphegor loses the benefits until he finishes a short or long rest, when the throne re-forms in a burst of sulfurous smoke.
Innate Spellcasting. Belphegor’s spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic (PHB, p.231/262), mage hand (PHB, p.256/293), minor illusion (PHB, p.260/298), ray of frost (PHB, p.271/311)
3/day each: counterspell (PHB, p.228/258), dimension door (PHB, p.233/262), wall of force (PHB, p.285/338);
1/day each: plane shift (PHB, p.266/305), meteor swarm (PHB, p.259/298).
Actions
Multiattack. Belphegor uses Infernal Glare once and makes two Spatial Rend attacks.
Infernal Glare. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 36 (8d8) fire damage, and the target ignites. Until a creature takes an action to douse the flames, the target takes 10 (3d6) fire damage at the end of each of its turns.
Spatial Rend. Ranged Spell Attack: +15 to hit, range 150 ft., one target. Hit: 42 (4d10 + 4d6 + 6) force and slashing damage. Nonmagical objects hit by this attack take double damage.
Engineer’s Rebuttal (Recharge 5–6). Belphegor opens a whirling portal before him that swallows incoming attacks. Until the start of his next turn, Belphegor has resistance to all damage, and any ranged spell attack that misses him is redirected at another creature of his choice within 60 feet.
Bonus Actions
Lazy Teleport (Recharge 4–6). Belphegor teleports, along with anything he is wearing or carrying, up to 60 feet to an unoccupied space he can see. He can choose to have the throne accompany him if it is intact.
Reactions
Apathy Backlash. When a creature within 30 feet that can hear Belphegor ends its turn, Belphegor can force it to make a DC 22 Wisdom saving throw. On a failed save, the creature can’t take reactions until the start of its next turn.
Legendary Actions
Belphegor 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. He regains spent legendary actions at the start of his turn.
Cantrip. Belphegor casts a cantrip.
Move Throne. Belphegor moves up to half his flying speed without provoking opportunity attacks.
Spatial Rend (Costs 2 Actions). Belphegor makes one Spatial Rend attack.
Slothful Pulse (Costs 3 Actions). Belphegor intensifies his Aura of Apathy. Each creature of his choice within 30 feet must succeed on a DC 22 Wisdom saving throw or be stunned until the end of its next turn.
Lore
A demon of discoveries and sloth who lures victims with ingenious wealth-making inventions that end in ruin.
In demonology the upper hellish hierarchy is founded not only on the power or antiquity of evil but also on how much a given vice furthers the decay of the human soul; Belphegor, one of the seven grand princes of the Pit, holds a special place in that structure, for he personifies sloth while at the same time serving as an “infernal engineer,” supervising technological progress meant to drag the individual toward degradation. His name, Belphegor, is the Greek form of the Hebrew Baal-Peor, meaning “Lord of Mount Peor” or “Master of the Cleft.” The Moabites worshiped him as a tutelary god on Mount Peor northeast of the Dead Sea. In demonology Belphegor was banished for criminal inaction during the heavenly rebellion: he joined neither Lucifer nor the heavenly host, choosing apathetic neutrality, and once in the Abyss he elevated idleness to an absolute, becoming the Arch-Demon of Sloth.
In modern times he has settled into the role of the demon of discoveries and inventions responsible for the technological decay of society. Outwardly Belphegor displays an anatomical dualism. In his seductive anthropomorphic form he most often appears as a beautiful naked young woman, the nudity symbolizing the revelation of secrets rather than eroticism; notable are goat ears, short white hair, a pair of vertically growing green-yellow horns, and a long black rat’s tail. His true, “wrathful” form is a massive monster with a dark scaly or leathery hide, a long tangled beard merging into chest fur, a pair of ram’s horns, a perpetually gaping mouth, sharp iron claws, and an aura of stale, heavy air that spreads apathy to everyone nearby.
From Demonic Bestiary 5E, p. 28 · Fern Flower Press