Belial, Lord of Lies | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Belial, Lord of Lies CR: 21

Huge fiend (demon), chaotic evil
Armor Class: 18
Hit Points: 300hp (24d12+144)
Speed: 50 ft , fly: 90 ft

STR

22 +6

DEX

18 +4

CON

22 +6

INT

20 +5

WIS

16 +3

CHA

24 +7

Saving Throws: Strength, Dexterity, Wisdom, Charisma
Skills: Deception +12, Insight +8, Perception +8, Persuasion +12
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 120 ft., passive Perception 18
Languages: Abyssal, Common, Infernal
Challenge Rating: 21

Innate Spellcasting: Belial's spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: major image, suggestion, detect thoughts, charm person, command

1/day: mass suggestion, seeming, feeblemind

3/day: dominate person, project image, modify memory, glibness


Magic Resistance: Belial has advantage on saving throws against spells and other magical effects.   Legendary Resistance (3/Day) If Belial fails a saving throw, he can choose to succeed instead.   Abyssal Presence: Creatures within 30 feet of Belial must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, 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 Belial's Abyssal Presence for the next 24 hours.

Actions

Multiattack. Belial makes three attacks: one with his bite and two with his claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 6) piercing damage and 14 (4d6) poison damage.   Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 6) bludgeoning damage.   Summon Imps (1/Day). Belial summons 2d4 imps to fight for him. They appear within 30 feet of him and act on their own initiative.

Legendary Actions

Belial 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. Belial regains spent legendary actions at the start of his turn.   Attack. Belial makes one claw or tail attack.   Cast a Spell (Costs 2 Actions). Belial casts a spell from his Innate Spellcasting ability.   Teleport. Belial magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.


Created by

Katsel_0.

Statblock Type

Monster

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