b'Devil, Baalzebal (Prince of Stygia, Lord of Flies) \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  21 (natural armor)  Hit Points  250 (20d10 + 140)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  28 (+9)  CON:  24 (+7)  INT:  28 (+9)  WIS:  18 (+4)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +14,  Wisdom  +11,  Charisma  +15  Skills   Arcana  +16,  Deception  +15,  History  +16,  Insight  +11,  Intimidation  +15,  Nature  +16,  Perception  +16,  Persuasion  +15,  Religion  +16,  Stealth  +16  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft, passive  Perception  26  Languages  Abyssal, Common, Celestial, Draconic, Giant, Infernal, Terran, telepathy 100 ft.  Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the  devil\xe2\x80\x99s   darkvision . \n'b'  Gianter Insect . When Baalzebal casts  giant insect , the resulting insects are twice the  size  and have maximum  hit points . \n'b'  Innate Spellcasting . Baalzebal\xe2\x80\x99s 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:\n'b'\n'b'\n'b'  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  \n'b'  1/day :  power word kill  \n'b'  1/week :  wish  \n'b'\n'b'  Legendary Resistance (3/day) . If Baalzebal fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Baalzebal has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . Baalzebal regains 15  hit points  at the start of his turn. If Baalzebal takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Baalzebal\xe2\x80\x99s next turn. Baalzebal is destroyed only if he starts his turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  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:\n'b'\n'b'\n'b'  Suggestion . Baalzebal makes suggestions that go against the better judgment or best self-interest of the listener as per the spell  suggestion . \n'b'  Confusion . Victims of his words become disoriented and confused as per the spell  confusion . \n'b'  Murmuring Mirage . Baalzebal\xe2\x80\x99s voice can change people\xe2\x80\x99s perception and cause them to see terrain and their location as something different from what it actually is as per the spell  hallucinatory terrain . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Baalzebal makes one Rotting Touch  attack  and two Vomit attacks. \n'b'  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\xe2\x80\x99t 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. \n'b'  Vomit .  Ranged Weapon Attack : +16 to hit, range 30/100 ft., one target.  Hit : 22 (2d12 + 9) acid damage. \n'b'  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 . \n'b'\n'b' LEGENDARY ACTIONS \n'b' Baalzebal can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Baalzebal regains spent legendary actions at the start of his turn. \n'b'\n'b'  Projectile Vomit . Baalzebal makes a vomit  attack . \n'b'  Fly Vomit . Baalzebal attempts to recharge and use his spew flies breath weapon. \n'b'  Swarms of Insects (costs 2 actions) . Baalzebal summons 1d4 insect swarms to appear within 60 feet of it. \n'b'  Fiendish Recovery (costs 2 actions) . Baalzebal recovers 50  hit points  and ends one condition effecting it. \n'b'\n'b' ABOUT \n'b' Baalzebal may take any form but is commonly encountered as a thin, 12-foot-tall figure with four insect-like arms that end in long hairy fingers. He is mostly bipedal, with translucent fly wings that fold down the back of rich silk robes that hide his bloated abdomen. His crowned and horned head resembles a cross between a human and fly with a thin cruel face punctuated by huge bulbous fly eyes, each of which can see in 333 degrees. \n'b' Baalzebal is one of the original fallen. Known as the Lord of the Flies, Baalzebal dwells in a fetid palace in the swamps of Stygia where his forces face the dual threats of incursions by the minions of Tsathogga whose own realm feeds the river Styx, and by the covetous intent of the other rulers of the Rings of Hell who seek to overthrow him.'