Beelzebub
Beelzebub
"Have you come to consult Beelzebub?... You will not leave the bed you are lying on."
2 Kings 1:6
The Lord of the Flies is amused by humanity's capacity for laziness. Their lives are so short, a mere blink compared to the infinite lifespan of celestials, and yet they are content to spend hours of their day relaxing and watching the world pass by. Beelzebub enjoys the way humans procrastinate and put off important tasks out of laziness. In an attempt to root out the Messiah, Beelzebub has settled in the most peaceful and relaxing place he could find, and has begun enticing people who pass by to come and rest a while.
The Hanging Gardens. Beelzebub has created a lair for himself in the highest tier of the Hanging Gardens of Babylon. From this vantage point he watches and waits for a sign that the Messiah may be nearby. Amassing strength from the rampant sin of sloth, Beelzebub has created a simulacrum he calls simply, "The Gardener." The Gardener spends his days tending to the Hanging Gardens, keeping them pristine and inviting. The gardens are so beautiful, in fact, that many Babylonian citizens are drawn to taking long walks in the garden. Some citizens enjoy resting in the garden so much that they lay down to take naps. And sometimes... these naps last forever.
A Sleeping Giant. The Gardener can be found quietly moving about the upper tiers of the Hanging Gardens. Silently tending to the plants, he will not engage passersby with conversation or even appear to take notice of anyone passing through. If engaged in combat, the Gardener will use all tools and magic at his disposal to defend his lair, but this simulacrum is only the beginning. If the Gardener is destroyed, the gardens come to life as the huge form of the slumbering demon rises from the fertile soil. Beelzebub's true form is a towering creature covered in moss, roots, and stone from decades of sleeping below the fertile soil of the Hanging Gardens. Beelzebub wields the ancient greatsword that once belonged to the legendary villain Goliath, and will make good use of it if he can. Once awakened, Beelzebub's true form is not to be trifled with, attacking with powerful swings of his greatsword and calling for aid from his loyal servants, the Abyssal Flies.
Beelzebub's Lair
The Gardens. Beelzebub slumbers below the topsoil of the flower garden at the peak of the Hanging Gardens. Even so, his consciousness is passively aware of all information telepathically communicated to him by his Abyssal Flies. If Beelzebub's true form is encountered in the Hanging Gardens, he has a challenge rating of 9 (5,000 XP).
Aura of Temptation. Beelzebub has created an Aura of Temptation that stretches in a 1 mile radius, centered on the Hanging Gardens of Babylon. The territory and citizens within the 1 mile radius suffer from the following effects:
- Any creature that travels within this radius must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion as they are overcome with a desire to relax and have trouble focusing on their goals. The save must be repeated for every 24 hours spent inside the radius.
- People who live inside the radius seem unusually sleepy and laid-back. No one seems to be in a hurry to do much of anything, and even having conversations does not seem to interest them.
- People who enter the radius gain an unusual fixation on the Gardens. Taking a walk, having picnic, or even just a quick visit to the gardens is constantly on people's minds.
The Aura of Temptation ends if Beelzebub's true form is destroyed or banished from the material plane. Once the Aura of Temptation ends, all of the associated effects end, as does its influence on creatures within the radius.
Huge Fiend, Chaotic Evil
Armor Class 12
Hit Points 80
Speed 25 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | -1 | +3 | +2 | +1 | +2 |
Skills Athletics +9, Stealth +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunity Lightning, Poison
Condition Immunities Charmed, Blinded, Exhaustion
Languages Common, Infernal, Akkadian
Senses Blindsight 60 ft., Passive Perception 16
Challenge 8 (3,900 XP)
Features
Legendary Resistance (3/Day). If Beelzebub fails a saving throw, he can choose to succeed instead.
Actions
Multiattack: Beelzebub makes two greatsword attacks.
Goliath's Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. This magical weapon ignores resistance to slashing damage, deals an extra 4d8 slashing damage if Beelzebub rolls a 20 on an attack roll.
Legendary Actions
Beelzebub can take 3 legendary actions, choosing from the options below. Only one Legendary Action may be used at a time, and only at the end of another creature's turn. Beelzebub regains spent legendary actions at the start of his turn.
Attack. Beelzebub makes one greatsword attack.
Drowsy Inclinations (Costs 2 Actions): Beelzebub points at a creature he can see within 30 feet, forcing it to make a DC 14 Constitution saving throw. On a failed save, the creature must use its movement and action to lie down prone and contemplate taking a nap until the end of its next turn.
Hurl (Costs 3 Actions): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is thrown 40 feet, landing prone. If a thrown target strikes a solid surface, the target takes 4 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Lair Actions
On initiative count 20 (losing initiative ties), Beelzebub takes a lair action to cause one of the following effects. Beelzebub can only use lair actions when in his True Form while in the Hanging Gardens, and cannot use the same action two turns in a row.
- Beelzebub calls on his loyal servants. Two Abyssal Flies buzz lazily up from the lower tiers of the gardens to aid in the combat. They act on Beelzebub's turn.
- Beelzebub touches the ground, causing it to churn with necrotic energy. Vines burst from the ground beneath a creature Beelzebub can see within 20 feet. The creature must succeed on a DC 14 Strength saving throw or be restrained by the vines which wrap themselves around the creature. A creature restrained by the vines may use its action to make a Strength check. (DC 14) to escape.
- Each creature within 20 feet of Beelzebub must succeed on a DC 14 Constitution Saving throw or be overcome with a feeling of weariness. Any creature affected in this way deals half damage from their next Strength-based weapon attack.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.