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Beleth “Prince of Imps”

Beleth "Prince of Imps"
Create (midjourney.com)

Beleth, the Prince of Imps, cuts an imposing figure that blends the cunning of a master manipulator with the menace of a seasoned warrior. He stands at a height slightly taller than an average human, his skin a deep, dark crimson, radiating an aura of otherworldly heat. His eyes glow with a malevolent orange hue, capable of seeing through darkness and illusions. A pair of jet-black, leathery wings sprout from his back, allowing him to take flight with ease.

His face is a twisted amalgamation of human and demonic features, with sharp, angular cheekbones, a pointed chin, and a mouth filled with needle-like teeth. Two long, curved horns extend from his forehead, adding to his fearsome visage. His most notable feature, however, is his scorpion-like tail ending in a wicked stinger, dripping with a potent poison that can burn through flesh. Beleth’s hands end in razor-sharp claws, and his entire body is encased in a layer of tough, natural armor, giving him a terrifying yet regal appearance.

Behavior:
Beleth is known for his cold, calculating nature. He rarely displays outward aggression unless provoked, preferring to manipulate situations from the shadows. As a master of espionage, he thrives on gathering secrets and exploiting the weaknesses of others. He is polite and charming when it suits his purposes, but his demeanor can shift to one of icy menace at a moment’s notice.

He enjoys toying with his enemies, often using illusion and deception to create paranoia and confusion. He holds his minions in a tight grip, demanding absolute loyalty and using fear and rewards in equal measure to maintain control. His followers—mostly imps, witches, and minor spellcasters—are kept in line by his promises of power and his threats of punishment.

Habitat:
Beleth’s domain within the Nine Hells is a sprawling network of shadowy caverns and dark, twisting tunnels. This labyrinthine lair is filled with hidden passageways, secret chambers, and surveillance devices, allowing him to monitor activities both within and outside his territory. His stronghold is a towering, blackened fortress, adorned with statues of imps and grotesque gargoyles. The air is thick with the scent of sulfur, and the walls are inscribed with ancient runes of power. Beleth’s realm is a place of constant darkness, illuminated only by the dim glow of molten lava flowing through cracks in the ground. Here, he coordinates his network of spies and gathers intelligence on both allies and enemies alike.

Modus Operandi:
Beleth operates as the ultimate spymaster, using his vast network of imps and other lesser devils to gather information across the Nine Hells and beyond. He trades in secrets, offering his knowledge to other archdukes in exchange for political favors, territory, and additional minions. He rarely acts directly; instead, he manipulates events from behind the scenes, orchestrating schemes that advance his interests while keeping his involvement hidden. His modus operandi includes planting false information, orchestrating betrayals, and using blackmail to maintain his power. Beleth’s favorite tactic is to pit his enemies against each other, watching from the shadows as they destroy themselves, leaving him unchallenged.

Motivation:
Beleth is driven by a thirst for power and knowledge. His primary goal is to maintain and expand his influence within the diabolic hierarchy of the Nine Hells. He seeks to uncover every secret, to know every plot, and to be aware of every move made by the other archdukes. Beleth’s ultimate ambition is to become indispensable to Asmodeus, the King of Hell, by providing him with the most accurate and valuable intelligence.

In doing so, Beleth hopes to secure his position, avoid the fate of those who fall out of favor, and perhaps even one day elevate himself to a higher rank. His secondary motivation is the sheer enjoyment he derives from manipulating others, savoring the power he holds over the fates of his infernal peers.

  • Beleth 5e
  • Beleth 3.5
Beleth "Prince of Imps"
Create (midjourney.com)

Medium Fiend (Devil), Lawful Evil


Armor Class 25 (natural armor)
Hit Points 666 (36d8 + 360)
Speed 40 ft., fly 80 ft. (good)


STRDEXCONINTWISCHA
28 (+9)32 (+11)30 (+10)34 (+12)30 (+10)34 (+12)

Saving Throws Str +17, Dex +19, Con +18, Int +20, Wis +18, Cha +20
Skills Acrobatics +27, Deception +28, Insight +18, Investigation +20, Perception +18, Persuasion +20, Stealth +27
Damage Resistances cold, acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., darkvision 240 ft., passive Perception 28
Languages all, telepathy 500 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +8


Innate Spellcasting.

Beleth’s innate spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: animate dead, detect magic, detect good, greater teleport, invisibility, magic circle against good, polymorph, suggestion, unholy aura
  • 3/day each: blasphemy, charm monster, create undead, dispel magic, power word stun, solid fog
  • 1/day each: wish, commune

Legendary Resistance (3/Day).

If Beleth fails a saving throw, he can choose to succeed instead.

Magic Resistance.

He has advantage on saving throws against spells and other magical effects.

Magic Weapons.

His weapon attacks are magical and ignore resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Regeneration.

Beleth regains 20 hit points at the start of his turn. If he takes damage from a silvered weapon or a spell that is good-aligned, this trait doesn’t function at the start of his next turn. Beleth dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Swift Teleport.

Beleth can use greater teleport as a move action.

Master of Imps.

As an action, Beleth can summon 4d10 imps with maximum hit points. He can use this ability at will. These imps serve him without question and remain until they are slain or dismissed by Beleth.

Aura of Fear.

Any creature hostile to Beleth that starts its turn within 30 feet of him must make a DC 28 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Beleth’s Aura of Fear for the next 24 hours.

Devilish Poison.

Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 9) piercing damage plus 22 (4d10) poison damage. The target must succeed on a DC 26 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 10 (3d6) fire damage at the start of each of its turns. The poisoned condition ends if the target is subjected to a successful remove poison spell.


Actions

Multiattack.

He makes four attacks: one with his stinger, two with his claws, and one with his wings.

Stinger.

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage, and the target must make a DC 26 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Claw.

Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Wing Buffet.

Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage, and the target is pushed 10 feet away from Beleth and knocked prone.

Infernal Command.

Beleth can issue a command to any devil within 500 feet that can hear him. The commanded devil must succeed on a DC 28 Wisdom saving throw or obey Beleth’s command for the next hour, even if it is against their nature or previous orders. This ability does not affect archdevils or beings of greater power.


Legendary Actions

Beleth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Beleth regains spent legendary actions at the start of his turn.

  • Detect. Beleth makes a Wisdom (Perception) check.
  • Wing Attack (Costs 2 Actions). Beleth beats his wings. Each creature within 10 feet of Beleth must succeed on a DC 27 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Beleth can then fly up to half his flying speed.
  • Cast a Spell (Costs 3 Actions). Beleth casts a spell from his innate spellcasting list.

Regional Effects

The region containing Beleth’s lair is warped by his demonic presence, which creates one or more of the following effects:

  • Infernal Whispers. Imps and other minor devils can be seen and heard whispering in the shadows, reporting back to Beleth. They can relay information back to him regardless of distance.
  • Hellfire Rifts. Small cracks in the ground occasionally erupt in flames, causing 10 (3d6) fire damage to creatures within 10 feet.
  • Aura of Oppression. Creatures within 1 mile of Beleth’s lair feel a constant sense of unease and dread. Wisdom (Insight) checks made within this area have disadvantage.

If Beleth dies, these effects fade over 1d10 days.


Role:

Beleth, known as the Prince of Imps, is one of the most formidable spymasters in the Nine Hells. Serving under Glasya, Beleth commands a vast network of spies, imps, and lesser devils, gathering intelligence across the infernal realms. His mastery of espionage makes him invaluable to the archdevils, and he often trades information for political favors, souls, or power. Beleth is rumored to secretly report directly to Asmodeus, the King of Hell, making him one of the most dangerous and influential figures in the infernal hierarchy.

Devil, Beleth, By Louis Le Breton - https://gallica.bnf.fr/ark:/12148/bpt6k5754923d/f136.image https://books.google.co.jp/books?id=xhsx4MhNx2gC&hl=ja&pg=PA125#v=onepage&q&f=false; http://gallica.bnf.fr/ark:/12148/bpt6k5754923d, Public Domain, https://commons.wikimedia.org/w/index.php?curid=31176963
By Louis Le Breton – https://gallica.bnf.fr/ark:/12148/bpt6k5754923d/f136.image https://books.google.co.jp/books?id=xhsx4MhNx2gC&hl=ja&pg=PA125#v=onepage&q&f=false; http://gallica.bnf.fr/ark:/12148/bpt6k5754923d, Public Domain, https://commons.wikimedia.org/w/index.php?curid=31176963

Beleth, known as the Prince of Imps and the Witch’s Viscount, is a Duke of Hell in the service of Glasya. Beleth does not control all of the imps in Hell, but he controls many of them, and has since the Age before Ages.

Relationships

As one of the greatest spymasters in the Nine Hells, Beleth knows intimate details about nearly every other diabolic noble. He trades information with them, promising to hold this information inviolate for at least 100 years. He will rent out the services of his spies in exchange for political favors, added territories, additional minions, and occasionally souls and treasure. Of the other archdukes, Dispater employs his services most frequently. Bel and Levistus employ him on occasion as well. BaalzebulBelial, and Fierna hate him, blaming him for helping to oust their former ally Moloch. Moloch, of course, hates him most of all.

Rumors say that Beleth reports everything he learns to Asmodeus, making the King of Hell an exception to his usual rules and loyalties.

Because his followers are minor spellcasters such as witches and hedge wizards, he has few rivals for them among the hosts of Hell. However, some of the demon lords, such as Graz’zt, do compete with him for such followers.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Beleth, Prince of imps
Medium
outsider (Devil, Evil, Lawful)
Hit Dice26d8
+ 208 (416 hp)
Initiative+19
Speed40 ft., Fly 60 ft. (good)
Armor Class51 (+4 deflection, +11 Dexterity, +11 insight, +15 natural), touch 36, flat-footed 29, combat 48
Base Attack/Combat+26/+33
AttackStinger +38 melee (2d10 + 7 and poison /19-20)
Full AttackStinger +38 melee (2d10 + 7 and poison /19-20) and 2 claws +35 melee (1d10 + 3) and 2 wings
+35 melee (1d8 + 3)
Space/Reach5 ft. /5 ft.
Special AttacksPoison, spell-like abilities, summon devils
Special QualitiesDamage reduction 20/epic, good and silver, fast teleport, immunity to fire and poison, regeneration 10, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 35, telepathy 500 ft.
SavesFort +27, Ref +34, Will +30
AbilitiesStrength 25, Dexterity 33, Constitution 26, Intelligence 31, Wisdom 33, Charisma 27
SkillsAcrobatics +30, Bluff +37, Concentration +37, Diplomacy +55, Disguise +37(+41 acting), Fly +37, Intimidate +31, Knowledge (Arcana) +39, Knowledge (history) +39, Knowledge (local) +35, Knowledge (nobility) +39, Knowledge (the planes) +39, Linguistics +39, Perception +40, Ride (Dexterity)+40, Sense Motive +40, Spellcraft +43, Stealth +40, Use Magic Device +35
FeatsAbility Focus (poison), Combat Reflexes, Dark Speech, Improved Critical (stinger), Improved Initiative, Mounted Combat, Multiattack, Ride-By Attack, Weapon Finesse, Weapon Focus (stinger)
Epic FeatsEpic Ability Focus (poison), Epic Reflexes, Epic Skill Focus (Diplomacy), Superior Initiative
Climate/TerrainAn Evil Plane
OrganizationSolitary (unique)
Challenge Rating23
TreasureTriple Standard
AlignmentLawful Evil

Poison (Ex: Injury, Fort 37 negates, 1d10 Dexterity/2d10 Dexterity. In addition, Beleth’s poison burns through the body, dealing 1d10 fire damage every round until it has run its course, either by being successfully saved again, removed, or having it deal its secondary damage. Note that while remove poison is effective against this, delay poison (and similar effects) does not…a creature under this effect continues taking fire damage until the poison is properly dealt with.

Spell-like Abilities:

Caster level 26th

Summon Devils (Sp): At will, Beleth can summon 4d10 imps of any kind. They have maximum hit points.

3/day, Beleth can summon 4d6 merregon, 2d6 erinyes, 2d6 osyluth or 1d8 malebranche.

Regeneration (Ex): Beleth takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Swift Teleport (Ex): Using greater teleport is a move action for Beleth.

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