Belaphoss

Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 20 (25000 XP)

Death Throes. When Belaphoss dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys Belaphoss’s weapon.

Fire Aura. At the start of each of Belaphoss’s turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Belaphoss or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.

Magic Resistance. Belaphoss has advantage on saving throws against spells and other magical effects.

Magic Weapons. Belaphoss’s weapon attacks are magical.

ACTIONS

Multiattack. Belaphoss makes two attacks: one with his greataxe and one with his whip.

Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage. If Belaphoss scores a critical hit, he rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Belaphoss.

Abyssal Storm (Recharge 5–6). Belaphoss surrounds himself with explosive fire that fills a 30-foot sphere centered on him and spreads around corners. Each creature in the fire must make a Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Belaphoss is immune to this damage. Objects in the area are subject to it, and the fire ignites flammable objects in the area that aren’t being worn or carried.

Teleport. Belaphoss magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Winged Barrage. Belaphoss beats his wings. Each creature in a 20-foot cube originating from him must make a DC 20 Dexterity saving throw. On a failure, a target takes 29 (6d6 + 8) bludgeoning damage and is pushed 20 feet away from Belaphoss. On a success, the target takes half the bludgeoning damage and isn’t pushed. Belaphoss can then fly up to half his flying speed.

Belaphoss the Mad is an ancient and powerful balor with ambitions to godhood. Called the Left Hand of Demogorgon, the Devourer of Hope, and the Warlord of the Gibbering Hordes, he has long waged war across the Abyss.
Divers D&D 5 › Monsters