BAALZEBUL, LORD OF THE SEVENTH

from Book of Vile Darkness

Huge Outsider (Evil, Lawful)

Hit Dice: 38d8+494 (665 hp)

Initiative: +6

Speed: 20 ft., climb 20 ft., burrow 20 ft.

AC: 47 (-2 size, +2 Dex, +12 insight, +25 natural), touch 22, flat-footed 45

Attacks: 2 slams +52 melee

Damage: Slam 1d10+15 plus 1 vile plus withering/19-20

Face/Reach: 10 ft. by 20 ft./10 ft.

Special Attacks: Fear and weakness gaze, insect gorge, spell-like abilities, withering touch

Special Qualities: Baatezu traits, DR 20/+7, outsider traits, regeneration 10, SR 41, summon baatezu

Saves: Fort +34, Ref+23, Will +30

Abilities: Str 41, Dex 15, Con 36, Int 30, Wis 29, Cha 27

Skills: Alchemy +48, Appraise +48, Bluff+61, Climb +23, Concentration +51, Diplomacy +69, Gather Information +51, Innuendo +51, Intimidate +55, Knowledge (arcana) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +47, Scry +48, Search +48, Sense Motive +57, Spellcraft +48, Spot +47, Swim +53

Feats: Cleave, Dark Speech, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Quicken Spell-Like Ability, Vile Natural Attack, Weapon Focus (slam)

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 29

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -

 

One of the mightiest of the archdevils, Baalzebul is known as the Lord of the Flies, Lord of Lies, the Fallen One, and, more recently, the Slug Archduke. Originally an archon named Triel who dwelt in the good-aligned planes, Baalzebul succumbed to temptation, craving more power and authority than Heaven would grant him. His quest for perfection took him too tar, and he was blinded by ambition. Soon he found himself in hell in a new form: a tall, powerful, dark-skinned humanoid with the compound eyes of a fly.

Baalzebul, as he started to call himself, quickly gathered a great deal of support and power, as well as the blessing of Asmodeus. He set himself up as an archdevil and ruled Maladomini, the seventh layer, He quickly became a rival of Mephistopheles, and thus Dispater as well. He also gained some allies, notably Belial.

After the Reckoning, Baalzebul tell from Asmodeus's favor and was cursed with a different form-that of a giant slug with tiny, malformed arms, flies buzzing and crawling around him continuously. The stench around Baalzebul is infamous; the curse causes stinking piles of rotting garbage and feces to accumulate wherever he spends time. So now the Slug Archduke lives in his Palace of Filth under the blue-black skies of Maladomini, plotting revenge.

Baalzebul has many symbols, including a fly's head, a web with flies caught in it, and a black slug sitting atop a throne.

Combat

Baalzebul's arms are inadequate for grasping objects, let alone wielding weapons. He must have servants feed him and carry out tasks such as turning the pages of books and opening doors. In combat he uses his gnarled limbs and his supernatural abilities (withering touch, insect gorge, and his gaze attack) before resorting to spells.

Fear and Weakness Gaze (Su): Baalzebul may use a gaze attack with a range of 50 feet. Anyone subject to the gaze must make two Will saving throws (DC 42). The first is to resist the fear effect, and the other is to resist a ray of enfeeblement effect (both as the spells; caster level 20th). Baalzebuls gaze arrack cannot function in the cloud of insects created by his insect gorge ability.

Insect Gorge (Su): Once every ld6 rounds, Baalzebul can disgorge a cloud of biting flies as a breath weapon. These insects cover a 60-foot cone and deal 20d6 points of damage (Reflex DC 42 half). After 1 round, the insects disperse unless Baalzebul wishes otherwise. In such a case, the insects form a cloud in a 25-foot radius around Baalzebul for up to 10 rounds. Concealment within the cloud is total, and any living creature (other than Baalzebul) takes 10d6 points of damage in each round spent in the cloud (no save).

Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, devil's ego, fireball fiendish quickening, gens/quest, greater dispelling, greater scrying, hold monster, insect plague, magic circle against good, major image, restoration, resurrection, suggestion, summon , swarm, teleport without error, tongue of Baalzebul, true seeing, unholy blight, unhallow, unholy aura, wall of eyes; 1/day-crushing fist of spite, symbol (PAIN or insanity), wish. Caster level 20th; save DC 23 + spell level.

Withering Touch (Su): Baalzebul's touch forces a target to succeed at a Fortitude saving throw (DC 42) or be affected as it by a wither limb spell from a 20th-level caster. Baalzebul chooses which limb to wither.

Baatezu Traits: Baalzebul can communicate telepathically with any creature within 100 feet that has a language. In addition, he can sec perfectly in darkness of any kind, even that created by a deeper darkness spell Baalzebul is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.

Outsider Traits: Baalzebul cannot be raised or resurrected.

Regeneration (Ex): Baalzebul takes normal damage from holy and blessed weapons of at least +4 enhancement,

Summon Baatezu (Sp): Twice per day Baalzebul can automatically summon ld6+2 cornugons, ld4+l gelugons, or ld3 pit fiends.

Skills: As Lord of Lies, Baalzebul (even with his disgusting appearance) gains a +10 inherent bonus on Bluff, Diplomacy, and Sense Motive checks.

The Goals of Baalzebul

Baalzebul has many desires. He opposes Mephistopheles In all things and would love to see him fall. With the Lord of the Eighth out of the way, Baalzebul would be tin-greatest of the dukes of hell, second only to Asmodeus himself. Belial still calls himself an ally of Baalzebul, and-although that archdevil has concerns and schemes of his own-Baalzebul could call upon Belial should he ever be in need. If the reverse is true, then Baalzebul would be sure to help Belial, assuming that Baalzebul could figure out some way to make the situation work to his advantage.

Baalzebul would like to return to his normal form. But more than that, he would like to avenge himself against Asmodeus himself for his defeat and humiliation during the Reckoning. Currently, he attempts to place more and more of his spies and servants into the court of the Lord of the Ninth.

The Servants of Baalzebul

Baalzebul has a number of toughs wandering about his palace that he tolerates because they eat the feces that otherwise threatens to consume the place due to Asmodeus's curse. A large number of ghargatulas (see Chapter 8) roam the premises as well, acting as personal guards to the Lord of the Flies. Baalzebul also has three pit fiend bodyguards- Teurn, Wysturak, and Yaghoq-all of whom have maximum hit points and wear rings of protection +4

The Nyashk is the heart of Baalzebul's army. It consists of sixteen female fiendish bugbear sorcerers, each wielding a harrow rod. Each of the Nyashk wears a special helmet designed to look like the head of a giant fly. These warriors move as a wedge of unbelievable might on the battlefield, spewing acid from their rods and casting devastating spells such as cone of cold and disintegrate.

Vashaak Ratoth Bruu is the offspring of one of the Hag Countess's most powerful medusa servants. She presented Baalzebul with Vashaak as a gift in an attempt to forge an alliance. The alliance is not vet formed, but Baalzebul has become somewhat enchanted with the male medusa. Vashaak is now the chief handservant of the archdevil, serving as his hands in all sorts of tasks, many of them unsavory even by Vashaak's standards. Vashaak wears an iron mask to hide his petrifying gaze and keeps his snakes wrapped in a single iron chain atop his head. The mask and the chains can be shed very quickly (as a free action) if Vashaak needs to enter battle.

Nyashk Warriors (16): Female fiendish bugbear Sor 12; CR 16; Medium-size humanoid (goblinoid); HD 3d8+9 plus 12d4+36; hp 100; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Ark +12/+7 melee (ld4+3/19-20, masterwork dagger), or+13 ranged (ld8/19-20, masterwork light crossbow); SA smite good 1/day; SQ cold resistance 20, dark-vision 60 ft., DR 10/+3, fire resistance 20, SR 25; AL LE; SV Fort +8, Ref+11, Will+13; Str 17, Dex 18, Con 16, Int 13, Wis 14, Cha 17.

Skills and Feats: Alchemy +5, Climb +4, Concentration +10, Craft (metalworking) +8, Hide +7, Knowledge (arcana.) +10, Listen +5, Move Silently +11, Spellcraft +10. Spot +5: Alertness, Craft Rod, Disciple of Darkness. Iron Will, Maximize Spell.

Smite Good (Su): Once per day, any of the Nyashk can make a normal attack to deal an additional +15 points of damage to a good foe.

Spells Known (6/7/7/7/6/5/3; save DC 13 + spell level):

0-dancing lights detect magic, ghost sound, light, mage hand, mending, prestidigitation my of frost, read magic;

1st-burning hands, chill touch, mage armor, magic missile, shocking grasp;

2nd-blindness/deafness, invisibility, Melf's acid arrow, mirror image, web,

3rd-clairaudience/clairvoyance, dispel magic, fireball, fly;

4th-charm monster, damning darkness, summon monster IV;

5th-cone of cold, dominate person; 6th-disintegrate.

Possessions: harrow rod, fly head-shaped helmet, masterwork light crossbow, 12 bolts, 6 masterwork daggers.

Vashaak Ratoth Bruu: Male medusa Mink 10; CR 17; Medium-size monstrous humanoid; HD 6d8+24 plus 10d8+40; hp 131; Init +6; Spd 60 ft.; AC 30, touch 24, flat-footed 24. Atk +16/+11/+6 melee (ld10+ 3, unarmed strike) and +11 melee (ld4+1, snakes); SA flurry of blows, petrifying gaze, kid strike + 1, poison, stunning attack (10/day); SQ darkvision 60 ft., evasion, fast movement, improved evasion, leap of the clouds, purity of body, slow fall (50 ft.), still mind, wholeness of body 20; AL LE; SV Fort +13, Ref+18, Will +18; Sir 16, Dex 22, Con 18, Int 14, Wis 22, Cha 16.

Skills and Feats: Bluff +12, Craft (sculpture) +12, Diplomacy +10, Disguise +12, Escape Artist +15, Hide +15, Intimidate +5, Jump +12, Move Silently + 13, Perform +14, Spot +15, Swim +12; Blind-tight, Combat Reflexes, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Point Blank Shot. Precise Shot, Stunning Fist,

Flurry of Blows: Vashaak may make one extra attack in a round at his highest base attack bonus, but this attack and each other attack made that round takes a -2 penalty on the attack roll.

Ki Strike (Su): Vashaak's unarmed attacks can deal damage to a foe with damage reduction as if they had a +1 enhancement bonus.

Petrifying Gaze (Su): Vashaak's gaze can turn an opponent within 30 feet to stone permanently (Fort DC 16 negates).

Poison (Ex): Vashaak delivers his poison (Fortitude save DC 17) with each successful snakes attack. The initial damage is ld6 points of Strength; the secondary damage is 2d6 points of Strength.

Stunning Attack (Su): Ten times per day, Vashaak can stun a creature damaged by his unarmed attacks. The foe so struck must make a Fortitude saving throw (DC 17) or be stunned for 1 round in addition to taking normal damage from the attack. Creatures immune to critical hits cannot be stunned with this attack

Improved Evasion (Ex): lf exposed to any effect that normally allows Vashaak to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw and only half damage on a failed save.

Leap of the Clouds: Vashaak's jumping distance is not limited by his height (see Chapter 4 of the Player's Handbook.)

Purity of Body: Vashaak is immune to all diseases except for magical ones such as mummy rot and lycanthropy.

Slow Fall: When falling, within arm's reach of a wall, Vashaak takes falling damage as if the fall were 20 feet shorter than it actually is.

Still Mind: Vashaak gains a +2 bonus on saving throws against enchantments.

Wholeness of Body (Su): Vashaak can cure himself up to 20 hit points per day and can spread this healing out among several uses.

Possessions: bracers of armor +3, piercing needles of pain.