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Demon Belcheresk

Belcheresk
By Markus Röncke – Of Flames and Shadows, Public Domain, https://commons.wikimedia.org/w/index.php?curid=6670123

The balor Belcheresk, honored agent of Demogorgon and perhaps the demon best positioned to inherit his widespread domain, dwells within one of rhe largest pinnacle systems of the Gaping Maw.

The upper portions of his demesne teem with flying vtock patrols, while the balconies of the Claws themselves are crowded with the hezrous, glabrezus, and succubi who serve as Demogorgon’s most potent invasion force.

Belcheresk himself bears a huge conch like shell known as the Horn of the Sea Mother, whose dolorous peals are capable of calling and enraging all of the layer’s enormous aquatic inhabitants.


Belcheresk

Kain’s 5e Monstrous Manual – Page 55 – Dicefreaks (tapatalk.com)

Huge fiend (demon), chaotic evil
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Armor Class 19 (natural)
Hit Points 378 (28d12 + 196)
Speed 40 ft., fly 80 ft.
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STR 26 (+8) DEX 15 (+2) CON 24 (+7) INT 20 (+5) WIS 16 (+3) CHA 22 (+6)
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Saving Throws Str +15, Con +14, Wis +10, Cha +13
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Treasure sword, whip
Challenge 21 (33,000 XP)
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Death Throes. When Belcheresk dies, he explodes, and each creature within 150 feet of him must make a DC 22 Dexterity saving throw, taking 162 (25d12) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.

Fire Aura. At the start of each of Belcheresk’s turns, each creature within 5 feet of him takes 21 (6d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Belcheresk or hits him with a melee attack while within 5 feet of it takes 21 (6d6) fire damage.

Innate Spellcasting. Belcheresk’s spellcasting ability is Charisma (spell save DC 21, +13 spell attacks). Belcheresk can innately cast the following spells, requiring no material components: 
At will: dispel magic, power word stun, telekinesis
3/day each: dominate monster, implosion

Magic Resistance. Belcheresk has advantage on saving throws against spells and other magical effects.

Magic Weapons. Belcheresk’s weapon attacks are magical and have a +1 enhancement as long as they remain within his hands.

ACTIONS
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Multiattack. Belcheresk makes four attacks, three with his longsword and one with his whip. If disarmed, he can use a slam attack instead.

Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 27 (6d8) lightning damage. If Belcheresk scores a critical hit, he rolls damage dice three times, instead of twice. If a creature is slain by the longsword, it must succeed on a DC 21 Wisdom saving throw, or its soul is trapped within the sword per the imprisonment spell.

Whip. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 21 (6d6) fire damage, and the target must succeed on a DC 22 Strength saving throw or be pulled up to 25 feet toward Belcheresk.

Slam Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Teleport: Belcheresk magically teleports, along with any equipment he is wearing or carrying, up to 180 feet to an unoccupied space he can see. 

Demon Belcheresk

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Belcheresk
(13th level fighter) Large outsider (Chaotic, Evil, Mazza’im)
Hit Dice33d8 + 462 (623 hp)
Initiative+13
Speed40 ft., Fly 90 ft. (good)
Armor Class45 (+8 deflection, +9 Dexterity, +19 natural, -1 size), touch 26, flat-footed 36
AttackBase Attack/Grapple: +33/+52 Taker +53 melee (2d8 + 21 plus 3d6 fire and electricity /17-20/x2 plus 6d6 fire and electricity and vorpal)
Full AttackTaker +53/+48/+43/+38 melee (2d8 + 21 plus 3d6 fire and electricity /17-20/x2 plus 6d6 fire and electricity and vorpal) and Whip +47/+42/+37/+32 melee (5d4 force and 5d6 fire plus entangle) and 2 wings +45 melee (3d6 + 7) and gore +45 melee (3d8
+ 7 and disease); or 2 slams +47 melee (2d8 + 15) and 2 wings and gore
Space/Reach10 ft. /10 ft. (20 ft. with Whip)
Special AttacksDeath throes, disease, entangle, spell-like abilities, summon demon
Special QualitiesDamage reduction 20/epic, cold iron and good, Darkvision, flaming body, immunity to fire, electricity and poison, resistance to acid 20 and cold 20, Spell Resistance 37, telepathy 300 ft.
SavesFort +30, Ref +27, Will +30
AbilitiesStrength 40, Dexterity 28, Constitution 34, Intelligence 25, Wisdom 27, Charisma 29
SkillsBluff +45, Concentration +48, Diplomacy +53, Disguise +9 (+13 acting), Hide +41, Intimidate +49, Knowledge (the planes) +25, Knowledge (religion) +25, Listen +52, Martial Lore +43, move silently +44, Search +43, Sense Motive +44, Spellcraft +43 (+47 scrolls), Spot +52, Survival +8 (+12 tracking), Use Magic Device +45 (+49 scrolls)
FeatsCleave, Combat Expertise, Combat Reflexes, Dark Speech, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Two Weapon Fighting, Improved Combat Expertise, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability, Two-Weapon Fighting
Epic FeatsEpic Toughness, Epic Will, Perfect Two Weapon Fighting
Climate/TerrainThe Gaping Maw (The Abyss)
OrganizationSolitary (unique) or with minions (2-12 balors and 5-30 hezrou)
Challenge Rating27
TreasureTriple Standard
AlignmentChaotic Evil

Death Throes (Ex) When killed, Belcheresk explodes in a blinding flash of light that deals 200 points of damage to everything within 100 feet. (Reflex DC 38 half). This explosion automatically destroys any weapons Belcheresk was holding. The save DC is Constitution-based.

Disease (Su): Demon fever, Fortitude DC 38

Entangle (Ex) If Belcheresk hits with his Whip, the target and he immediately make opposed Strength checks; if he wins, he drags the target against his flaming body (see below). The target remains anchored against Belcheresk’s body until it escapes the Whip.

Spell-Like Abilities: Always active– tongues, true seeing;

at willblasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 27), fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, read magic, symbol (all, DC 26), suggestion (DC 20), telekinesis (DC 24), unhallow, unholy aura, unholy blight (DC 22), wall of fire;

3/day-fire storm (DC 25), implosion (DC 27).

Caster level 25th

Summon Demon (Sp): Twice per day Belcheresk can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su) Belcheresk’s body is wreathed in flame. Anyone grappling him takes 10d6 points of fire damage each round.

Skills: balors have a +8 racial bonus on Listen and Spot checks.

Possessions:

Belcheresk wields Taker, a +6 vorpal bastard sword of flaming and shocking blast. The vorpal functions on any critical hit, not just a natural 20. Any creature slain by the blade is subjected to a Trap the Soul effect (DC 36), with the soul being trapped in the hilt of the blade. Every soul trapped adds 10 gp per HD to the value of the blade. (Currently valued at over 10 million gp)

Belcheresk also wields an indestructible Whip composed of pure force and flame. Although it functions in combat as a Whip, it deals 5d6 force damage and 5d6 fire damage on a successful hit and ignores natural armor. The wielder of the Whip gains a +8 deflection bonus to Armor Class. Belcheresk can recall either of his weapons to his hand as a free action.

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