Beleth “Prince of Imps”
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. Baalzebul, Belial, 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.
Beleth, Prince of imps | |
Medium outsider (Devil, Evil, Lawful) | |
Hit Dice | 26d8 + 208 (416 hp) |
Initiative | +19 |
Speed | 40 ft., Fly 60 ft. (good) |
Armor Class | 51 (+4 deflection, +11 Dexterity, +11 insight, +15 natural), touch 36, flat-footed 29, combat 48 |
Base Attack/Combat | +26/+33 |
Attack | Stinger +38 melee (2d10 + 7 and poison /19-20) |
Full Attack | Stinger +38 melee (2d10 + 7 and poison /19-20) and 2 claws +35 melee (1d10 + 3) and 2 wings +35 melee (1d8 + 3) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Poison, spell-like abilities, summon devils |
Special Qualities | Damage 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. |
Saves | Fort +27, Ref +34, Will +30 |
Abilities | Strength 25, Dexterity 33, Constitution 26, Intelligence 31, Wisdom 33, Charisma 27 |
Skills | Acrobatics +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 |
Feats | Ability Focus (poison), Combat Reflexes, Dark Speech, Improved Critical (stinger), Improved Initiative, Mounted Combat, Multiattack, Ride-By Attack, Weapon Finesse, Weapon Focus (stinger) |
Epic Feats | Epic Ability Focus (poison), Epic Reflexes, Epic Skill Focus (Diplomacy), Superior Initiative |
Climate/Terrain | An Evil Plane |
Organization | Solitary (unique) |
Challenge Rating | 23 |
Treasure | Triple Standard |
Alignment | Lawful 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:
- Always active – see invisibility, unholy aura (DC 26), at will – animate dead, blasphemy (DC 27), charm monster (DC 22), create undead, desecrate, detect good, Detect Magic, greater dispel magic, greater teleport, invisibility, magic circle against good, polymorph, power word stun, programmed image (DC 24), solid fog, suggestion (DC 21), unhallow;
- 3/day – ;
- 1/week- commune, wish (DC 27).
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.