Beelzebub dnd 5e demon for a4play a4 play a4play.com - Huge fiend with custom stat block for 5E infernal plague encounters, dnd, monster, creature, beast, 5e, bestiary, by cr, homebrew, tome, guide, lore, stat blocks, tools, modules, legend, folklore.

Beelzebub

Supreme arch-demon, Lord of the Flies, and commander of infernal order.
Type: Devil Habitat: Hell Region: Infernal empire

Lore

Originally, Beelzebub was known as Baal-Zebul (“Lord of the Heavenly Heights”) in Ekron, a Philistine city where he was revered as patron and oracle, especially for divination by flies, which revealed the gods’ will and diagnosed disease. In Jewish tradition his name was purposely reshaped to Baal-Zebub (“Lord of the Flies”) to mock the idolaters, granting him dominion only over filth and insects. In early Christianity Beelzebub took on the guise of prince of demons, and as medieval demonology evolved he became a fallen angel, demon of gluttony and pride, and—within modern occult lore—the supreme arch-demon and ruler of the Order of the Fly.

According to treatises, Beelzebub had been a cherub or seraph, holding one of the highest ranks in the angelic hierarchy. Close to Lucifer, he was marked by great wisdom and power. His fall is tied to Lucifer’s revolt, in which he served as strategist and first ally to answer the call to rise against God. After the long descent he retained much of his power and helped found the infernal order, actively supporting Satan’s plan to corrupt humankind.

In hell’s hierarchy Beelzebub keeps an exceptional status: head of the false gods, the devil’s chief of staff, prime minister, governor of hell, and supreme commander-in-chief of the infernal empire. His titles reflect both administrative and military supremacy.

Central is the Order of the Fly he created—an elite corps of the most loyal demons charged with reward, loyalty enforcement, and internal surveillance. As Lord of the Flies, he is linked to rampaging epidemics and the symbol of decay.

Stat block

Beelzebub

Huge fiend (devil), lawful evil

Armor Class 20 (natural armor)
Initiative +2
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft.

MOD
SAVE
str
27
+8
+14
int
22
+6
+6
MOD
SAVE
dex
14
+2
+2
wis
20
+5
+11
MOD
SAVE
con
25
+7
+13
cha
26
+8
+14

Saving Throws Str +14, Con +13, Wis +11, Cha +14
Skills Deception +14, Insight +11, Intimidation +14, Perception +11, Religion +12
Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical attacks that aren’t made with silver or cold iron
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
CR 21 (33,000 XP) Proficiency Bonus: +7
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