Devil Belphegor (Lord of the Opening)
“Meet Belphegor: The Demon Lord of Sloth Who Tempts You With Wealth and Genius Inventions!”
Belphegor, as a devil, often manifests as a hulking, grotesque figure, his skin a mottled, ashen gray that resembles charred stone. His face is twisted with malice, featuring a wide, ever-gaping mouth filled with rows of jagged, yellowing teeth. Sharp, curved horns jut from his brow, and his eyes burn with an infernal red glow, hinting at his malevolent power. His body is muscular and imposing, adorned with talons on his hands and feet that can rip through flesh and metal alike. Often cloaked in a ragged robe of shadows, his appearance is both terrifying and otherworldly, exuding an aura of decay and darkness.
Behavior:
Belphegor is cunning, manipulative, and patient, preferring to operate behind the scenes rather than in open confrontation. He is a master of deception, often adopting a guise of friendliness and helpfulness to lure his victims into a false sense of security. He thrives on sowing discord and corrupting the hearts of mortals, offering seemingly beneficial advice or assistance that inevitably leads to their downfall. Belphegor takes pleasure in watching the slow unraveling of his victims’ lives, preferring to see them destroy themselves with their own greed, sloth, and desire for power.
Habitat:
As a devil of the Nine Hells, Belphegor resides in Cania, the frozen eighth layer, ruled by Mephistopheles. His lair within this icy wasteland is a fortress of twisted metal and blackened ice, filled with infernal machines and dark artifacts. Despite the freezing temperatures, the air around him is often thick with the stench of brimstone and the heat of molten metal, a testament to his association with infernal inventions and dark ingenuity. He can also project his presence to the material plane, often haunting places where wealth and invention are pursued, such as workshops, laboratories, and places of power.
Modus Operandi:
Belphegor operates by tempting mortals with promises of wealth, power, and ingenious inventions. He whispers in the ears of ambitious individuals, offering them shortcuts to success and the secrets of dark knowledge. His gifts often come in the form of blueprints for devices or schemes that, while innovative, ultimately lead to ruin or moral corruption. He preys on those who are lazy, greedy, or overly ambitious, encouraging them to take the easy path, leading to ethical compromises and eventual damnation. His involvement usually begins subtly, offering small advantages or insights, but always escalating to more significant, more dangerous pacts and bargains.
Motivation:
Belphegor’s primary motivation is to corrupt the souls of mortals, dragging them into the depths of Hell by exploiting their desires and weaknesses. He aims to demonstrate the inherent flaws in human nature, proving that even the most virtuous can be led astray by the promise of wealth and power. His actions are driven by a deep-seated disdain for humanity and a desire to undermine the divine order by showing that harmony and happiness are impossible. Through his cunning schemes and manipulations, Belphegor seeks to expand the influence of the Nine Hells, solidifying his own power and status among the infernal hierarchy.
Belphegor (Lord of the Opening) 5e
Belphegor (Lord of the Opening) 3.5
Belphegor, The Infernal Tempter
Large Fiend (Devil), Lawful Evil
Armor Class: 24 (Natural Armor)
Hit Points: 480 (30d10 + 300)
Speed: 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 20 (+5) | 26 (+8) | 24 (+7) | 22 (+6) | 30 (+10) |
Saving Throws: Str +16, Dex +13, Con +16, Int +15, Wis +14, Cha +18
Skills: Deception +18, Insight +14, Intimidation +16, Perception +14, Persuasion +18
Damage Resistances: Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 24
Languages: Infernal, Abyssal, Common, Telepathy 120 ft.
Challenge: 24 (62,000 XP)
Proficiency Bonus: +9
Traits
Aura of Envy. Belphegor radiates an aura that sows discord and laziness. Any creature within 30 feet must make a DC 24 Wisdom saving throw at the start of their turn or be overwhelmed by a sense of complacency and dissatisfaction. Affected creatures have disadvantage on saving throws against being charmed or frightened and take 10 (3d6) psychic damage at the start of their turns. If a creature’s saving throw is successful, it is immune to Belphegor’s Aura of Envy for the next 24 hours.
Fiery Blood. When Belphegor takes damage from a melee attack within 10 feet of him, the attacker must make a DC 24 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Hellish Rejuvenation. If Belphegor is slain outside of the Nine Hells, his essence returns to his domain in Cania, and he regains his full hit points over 1d10 days. Only a wish spell or a similar divine intervention can permanently destroy him.
Magic Resistance. Belphegor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Belphegor’s weapon attacks are magical.
Regeneration. Belphegor regains 20 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack. Belphegor makes three attacks: one with his Bite and two with his Claws.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 8) slashing damage.
Hellfire Breath (Recharge 5-6). Belphegor exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also set ablaze, taking 10 (3d6) fire damage at the start of each of their turns until they or another creature uses an action to douse the flames.
Infernal Temptation. Belphegor targets one creature he can see within 60 feet. The target must succeed on a DC 24 Wisdom saving throw or be charmed for 1 hour. While charmed in this way, the creature regards Belphegor as a trusted friend to be heeded and protected. The charmed creature isn’t under Belphegor’s control but takes his requests or actions in the most favorable way it can. Each time Belphegor or his allies do anything harmful to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
Laziness Inducement (Recharge 5-6). Belphegor targets up to three creatures he can see within 60 feet. Each target must make a DC 24 Wisdom saving throw or be afflicted with a powerful compulsion to rest and avoid exertion. Affected creatures become sluggish, moving at half speed and taking a -2 penalty to attack rolls, saving throws, and ability checks for 1 hour. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
Belphegor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Belphegor regains spent legendary actions at the start of his turn.
- Claw Attack. Belphegor makes one Claw attack.
- Teleport. Belphegor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Corrupting Gaze (Costs 2 Actions). Belphegor targets one creature he can see within 60 feet. The target must make a DC 24 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn.
Reactions
Infernal Rebuke. When Belphegor takes damage from a creature within 60 feet that he can see, he can force the creature to make a DC 24 Charisma saving throw. On a failed save, the creature takes 21 (6d6) fire damage and is knocked prone. On a successful save, the creature takes half the damage and isn’t knocked prone.
Lair Actions
Belphegor can command his lair in Cania to take the following actions on initiative count 20 (losing initiative ties):
- Summon Minions. Belphegor summons 1d4 Barbed Devils or 1 Bone Devil to unoccupied spaces within his lair. They act immediately after Belphegor in the initiative order.
- Infernal Flames. Columns of fire erupt from the ground in two locations that Belphegor can see within 120 feet. Each creature in a 20-foot radius, 40-foot high cylinder centered on those points must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.
- Hellish Ground. The ground in a 30-foot radius around Belphegor becomes superheated for 1 minute. Creatures entering or ending their turn in this area must make a DC 24 Constitution saving throw, taking 18 (4d8) fire damage and gaining one level of exhaustion on a failed save.
Regional Effects
The region containing Belphegor’s lair is warped by his magic, creating one or more of the following effects:
- Fires Never Cease. Open flames within 1 mile of Belphegor’s lair are perverted by infernal magic and cannot be extinguished by nonmagical means.
- Twisted Minds. Creatures within 1 mile of the lair frequently experience nightmares filled with temptation and despair. They have disadvantage on saving throws to resist being charmed.
- Sulfurous Stench. The area within 1 mile of Belphegor’s lair is filled with a sulfurous odor, causing creatures to make a DC 15 Constitution saving throw every hour they remain in the area. On a failed save, a creature is poisoned for 1 hour.
If Belphegor dies, these effects fade over the course of 1d10 days.
Role as a Duke of Cania
Belphegor resides in Cania, a frozen and desolate layer of the Nine Hells. His role as the Infernal Tempter revolves around seducing mortals into complacency and sin. Unlike other devils, Belphegor specializes in enticing individuals with promises of ingenious inventions and untold wealth, preying on their greed and sloth. His dominion over laziness and invention makes him a subtle and insidious threat. Belphegor is a master of manipulation, using his allure to corrupt and undermine mortal ambition, fostering discord and idleness wherever he treads. Despite his relatively lower rank compared to the archdevils, his influence in Cania and beyond is profound, making him a significant and dangerous figure in infernal politics.
Belphegor is a demon who helps people to make discoveries. He seduces people by suggesting to them ingenious inventions that will make them rich. According to some demonologists, his power is stronger in April. Bishop and witch-hunters believe that Belphegor tempts by means of laziness.
Belphegor originated as the Assyrian Baal-Peor, the Moabitish god associated with licentiousness and orgies. It was worshipped in the form of a phallus.
As a demon, he is described in Kabbalistic writings as the “disputer”, an enemy of the sixth Sephiroth “beauty.” When summoned, he can grant riches, the power of discovery and ingenious invention. His role as a demon was to sow discord among men and seduce them to evil through the apportionment of wealth.
Belphegor (Lord of the Opening) was pictured in two quite different fashions: as a beautiful naked woman and as a monstrous, bearded demon with an open mouth, horns, and sharply pointed nails.
Belphegor was sent from Hell by Lucifer to find out if there really was such a thing on earth as married happiness. Rumor of such had reached the demons but they knew that people were not designed to live in harmony. Belphegor’s experiences in the world soon convinced him that the rumor was groundless.
Belphegor is the chief demon of the deadly sin Sloth.
Roleplaying
A twisted God of smiths and metal-workers, Later, he became one of the demons in hell who had lived among humans for a short period of time. There, he developed a distaste to women and relationships, but in other accounts, he often took the form of a beautiful woman. It was possible to summon him with sacrifices of excrement, and he gave his conjurors gifts of discovery and ingenious invention. he uses his cunning to craft hundreds of malicious weapons for his fellow demons. Said to be born on earth to a human mother and demonic father, he must return to his birthing grounds three times each year to recharge his infernal power.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Baalphegor | |
Medium outsider (Cosmic, Devil, Evil, Lawful) | |
Hit Dice | 42d8 + 252 (588 hp) |
Initiative | +11 |
Speed | 40 ft., Fly 80 ft. (good) |
Armor Class | 47 (+11 Dexterity, +11 insight, +15 natural) touch 32, flat-footed 47 |
Base Attack/Grapple | +42/+48 |
Attack | Touch +53 melee touch (1d4 negative levels and poison) or claw +53 melee (1d4 + 6 and poison) |
Full Attack | 2 touches +53 melee touch (1d4 negative levels and poison) or 2 claws +53 melee (1d4 + 6 and poison) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Beguile, call devils, incarnum, poison, spell-like abilities, utterances |
Special Qualities | Concealment*, damage reduction 20/chaotic, good and silver, evasion*, immune to fire and poison, regeneration 10, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 45, telepathy 750 ft., uncanny dodge* |
Saves | Fort +29, Ref +34, Will +40 |
Abilities | Strength 23, Dexterity 32, Constitution 23, Intelligence 35, Wisdom 32, Charisma 34 |
Skills | Appraise +37 (+41 jewelry), Bluff +63, Craft (jewelry) +37, Concentration +51, Diplomacy +79, Disguise +37 (+43 acting), Forgery +37, Gather Information +61, Hide +36, Intimidate +49, Knowledge (arcana) +57, Knowledge (history) +37, Knowledge (nature) +37, Knowledge (nobility and royalty) +57, Knowledge (the planes) +47, Knowledge (religion) +47, Listen +56, Move Silently +36, Perform (sing) +44, Search +50, Sense Motive +60, Spellcraft+63, Spot +56, Survival +11 (+15 on other planes), Truespeak +57, Use Magic Device +56 (+62 scrolls) |
Feats | Combat Reflexes, Dark Speech, Double Chakra (soul), Double Chakra (throat), Empower Utterance, Extend Utterance, Iron Will, Persuasive, Power Attack, Quicken Spell-Like Ability (x2), Weapon Finesse |
Epic Feats | Bonus Soulmeld, Epic Essentia (x2), Epic Reputation, Epic Will, Extra Chakra Bind (x3), Spell-like Attack of Opportunity |
Climate/Terrain | Cania (The Nine Hells) |
Organization | Solitary (unique) |
Challenge Rating | 32 |
Treasure | Quadruple Standard |
Alignment | Lawful Evil |
Beguile (Su): Baalphegor can temporarily dominate any creature for 2d4 rounds within 60 feet as a standard action. A Will save (DC 43) negates the effect.
Call Devils (Sp): 3/day, Baalphegor can call 6 Gelugons or 9 logokrons.
Incarnum: Baalphegor is considered both a Lawful and an Evil incarnate of 32nd level. She can suppress the visual effects of her soulmelds with a free action, rendering them effectively invisible. Otherwise they appear as normal unless described differently below. Numerical bonuses granted by these soulmelds are not included in her stats above.
Essentia pool- 32, Capacity- 7, Chakra Binds- 8, Soulmelds- 10
Typical soulmelds shaped:
- crown – enigma helm A blood red circlet of soul energy encircles her head.
- feet – impulse boots* Black sandals wrapping up to her mid-thigh
- arms – bloodwar gauntlets* A pair of black and red full arm gloves
- brow – silvertongue mask A translucent black veil covers her lower face
- shoulders – mantle of flame*
- throat – planar ward*, soulspark familiar*
- heart – strongheart vest* A red corset of energy
- soul – fellmist robe*, necrocarnum shroud* numerous tormented souls swirl around her person
- *Chakra bind
Incarnum Radiance: 6/day as a free action, Baalphegor can radiate a redish ash grey corona that lasts for 9 rounds. While the aura is active, she gains a +7 bonus on melee attack rolls and a +14 bonus on melee damage. If she chooses, lawful evil creatures within 30 feet of her can also gain this benefit.
Perfect Meldshaper: 1/day as a free action, Baalphegor can increase the amount of essentia invested in each of her soulmelds to the maximum capacity of the soulmeld for 14 rounds.
Rapid Meldshaping: 5/day, Baalphegor can unshape a soulmeld and immediately shape a new one. She may not bind the new soulmeld to a chakra.
Poison (Ex): Contact, Fortitude DC 39, 1d6 Wisdom initial and secondary.
Spell-like Abilities: Always active- detect chaos, detect good, tongues, true seeing;
will-animate dead, arcane sight, blasphemy (DC 29), charm monster (DC 26), clairaudience/clairvoyance, desecrate, Enthrall (DC 24), greater dispel magic, greater teleport, major image (DC 25), Morality Undone (DC 27), polymorph, produce flame, spurn the supernatural* (DC 27), suggestion (DC 25), telekinesis, unbind chakra** (DC 26), unhallow, unholy aura (DC 30), unholy blight (DC 26), vampiric touch, wall of incarnum** (DC 25);
3/day- chain lightning (DC 28), finger of death (DC 29), heal, limited wish (DC 29), permanency, planeshift, Trap the soul (DC 30), unname* (DC 31). Caster level 31st
Utterances: DC 38, Caster level 32nd
Lexicon of the Evolving Mind –
- 1st -inertia surge, universal aptitude;
- 2nd – hidden truth, silent caster, temporal twist;
- 3rd – accelerated attack, seek the sky;
- 4th – breath of cleansing, confounding resistance, word of bolstering;
- 5th – energy negation, essence of lifespark, sensory focus, ward of peace;
- 6th – breath of recovery, ether reforged, knight’s greater puissance, mystic rampart, singular mind, word of greater nurturing
Lexicon of the Crafted Tool – agitate metal, fortify armor, rebuild item, seize item, suppress item
Lexicon of the Perfected Map – deny passage, fog from the void, thwart the traveler, transform the landscape
Cosmic Entity: Baalphegor has a +3 bonus on rank checks made in Cania.
Regeneration (Ex): Baalphegor takes normal damage from chaotic good aligned weapons and from spells with the good or chaotic descriptor.