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Demon Lord, Beluiri (The Temptress)

Family: Demon Lords

Medium fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+6) 20 (+5) 18 (+4) 16 (+3) 21 (+5)

Saving Throws Str +11, Con +11, Cha +11
Skills Deception +17, Intimidation +11, Perception +9, Persuasion +11
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, telepathy 120 ft.
Challenge 17 (18,000 XP)

SPECIAL TRAITS

    • Magic Resistance. Beluiri has advantage on saving throws against spells and other magical effects.
    • Magic Weapons. Beluiri’s weapon attacks are magical.
    • Shapechanger. Beluiri can use its action to polymorph into a Small or Medium humanoid, or back into her true form. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
    • Innate Spellcasting. Beluiri’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can cast the following spells, requiring no material components:

ACTIONS

      • Multiattack. Beluiri uses Charm and makes two Claw attacks and one Horns attack.
      • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 11 (2d10) poison damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
      • Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
      • Teleport. Beluiri magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
      • Charm. One humanoid Beluiri can see within 30 feet of her must succeed on a DC 19 Wisdom saving throw or be magically charmed for one day. The charmed target obeys Beluiri’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Beluiri’s Charm for the next 24 hours. Beluiri can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
      • Conjure Hezrou (recharge 4–6). Beluiri summons two hezrou who appear in unoccupied spaces within 60 feet of her and obey her telepathic commands (no action required). They roll initiative and act on their own turn.

LEGENDARY ACTIONS

Beluiri can take three 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. Beluiri regains spent legendary actions at the start of her turn.

      • Cast a Spell (costs 3 actions). Beluiri casts a spell from its innate spellcasting list.
      • Claw Attack. Beluiri makes a Claw attack.
      • Teleport (costs 2 actions). Beluiri magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

ABOUT

Beluiri is known throughout the Abyss as the Temptress, for in her many disguises she has seduced countless princes, lords, and generals of the Abyss. In the end, she most often betrays those that fall victim to her wiles. She is hated for this by more than one noble or lord of the Abyss. She sometimes journeys to the Material Plane (in one of her many guises) to tempt and seduce mortals, for she knows that all mortals, in their hearts, always give in to their true desires — be it power, greed, lust, or one of many countless other sins.

Beluiri rarely wears clothing, but when she does, she enjoys gowns and robes of gold, white, and red. Beluiri prefers subterfuge rather than directly assaulting an opponent. She usually alters her appearance to appear as an attractive member of a potential victim’s race; once the victim is lured in, she assumes her true form and attacks. If combat goes against her, she flees, but only after summoning lesser demons to cover her escape and kill her opponents.

Beluiri appears as a bronze-skinned female standing about six feet tall. Her head is hairless and features four downward-curving horns jutting just above her forehead. The two lower horns are smaller than the topmost horns. A ridge of small spines runs from Beluiri’s brow down the center of her head and tapers off just below her shoulder blades. Her hands end in razor-sharp talons, and her eyes are sapphire blue.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games