Belphegor
Belphegor — The Encounter
Crouched prince of sloth, patron of ruinous discoveries · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Belphegor
Of the rebel angels cast burning into the Abyss, Belphegor was among those whose wings tore and whose flesh scarred in the war against the archangels. He woke slow, as is his nature, and where Lucifer hungered for thrones, Belphegor hungered only for rest, and for the cunning that ease affords. The grimoires name him the prince who tempts through invention: he gifts mortals devices and discoveries that promise to spare them labor, and through that promise binds them to sloth and ruin. He sits, never standing when a thing can be whispered into being, and those who bargain for his easy wisdom find their ambitions rotting unfinished around them. He crouches upon the bones of the industrious, a monument to every great work abandoned. To rouse Belphegor to violence is to learn that the laziest of the Princes of Hell strikes hardest, for he has saved all his strength for the killing blow.
Run Belphegor in Sixty Seconds
- Open with Sloth's Lure on the enemy who hits hardest, then full Multiattack the incapacitated target before it can act.
- Legendary actions are the whole fight at native tier: Idle Whisper (2) to relock a caster, Claw to chip, Recline to slide off the tank. Spend all 3 every round.
- Kill-priority is whoever wakes or shields the lulled victims; if the cleric keeps cleansing the condition, send Edict and legendary Whispers at them.
- When bloodied (69 HP), he stops conserving: dump Infernal Edict on recharge and Wing Buffet every melee hit to scatter the front line off the skull-cairn.
- Three ways to run him: lazy controller who locks the room and lets adds kill; explosive ambusher who opens with the cone and burns it down; or attrition tyrant who Reclines and pecks, never standing still.
Belphegor
Large fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEMagic Resistance. Belphegor has advantage on saving throws against spells and other magical effects.
Sloth's Lure (signature). Belphegor whispers the promise of ease into a fevered mind. When a creature he can see within 60 ft. starts its turn, he can force it to make a DC 15 Wisdom save. On a failure, the creature is incapacitated until the start of its next turn as a dreamlike heaviness settles over it (it succeeds automatically if it took damage since its last turn). A creature that fails by 5 or more instead falls prone and loses its reaction. He can use this once per round (no action).
Diabolical Cunning. When Belphegor fails an Intelligence, Wisdom, or Charisma saving throw, he can choose to succeed instead. Once used, he can't do so again until he finishes a short or long rest.
Actions
Multiattack. Belphegor makes two Rending Claw attacks and one Gore attack. He can replace one attack with Infernal Edict (recharge 5-6).
Rending Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) slashing damage, and the target's speed is reduced by 10 ft. until the end of its next turn.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+5) piercing damage. If the target is Large or smaller, it must succeed on a DC 15 Strength save or be pushed 10 ft. and knocked prone.
Infernal Edict (Recharge 5-6). Belphegor speaks a corrupting decree in a 30-ft. cone. Each creature there makes a DC 15 Constitution save, taking 22 (5d8) fire damage on a failure, or half on a success. A creature that fails is also poisoned until the end of its next turn as cinders sear its lungs.
Bonus Actions & Reactions
Wing Buffet (Reaction). When a creature Belphegor can see hits him with a melee attack, he can beat his bat wings to push the attacker 10 ft. away. If the attacker is flying and ends this movement without a foothold, it falls.
Legendary Actions (3/Round)
Legendary Actions. Belphegor can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. He regains spent actions at the start of his turn.
Claw. Belphegor makes one Rending Claw attack.
Idle Whisper (Costs 2 Actions). Belphegor uses Sloth's Lure against one creature he can see within 60 ft., even if he already used it this round.
Recline and Reposition. Belphegor moves up to half his speed without provoking opportunity attacks, then may make one Gore attack if he ends adjacent to a creature.
A muscle-knotted red devil crouches atop a cairn of yellowed skulls, vast tattered wings half-folded, fangs bared in a grin of lazy contempt. A skull-shaped sigil hangs at his belt and a chained amulet swings from his throat.
Belphegor, Bound
Companion · acts on your initiative
Bound · GUIDELINEContagion of Ease (signature). Allies within 15 ft. of Belphegor have advantage on saves against being charmed or frightened, lulled past such manipulations by Belphegor's torpor.
Actions
Barbed Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) slashing damage, and the target can't take reactions until the start of its next turn.
Reactions
Cover the Prince. When Belphegor would be hit by an attack while Belphegor is within 5 ft. of him, Belphegor can swap places and take the hit instead.
A lesser scarred imp-thing that drags itself behind the prince, bored and bleeding, hauling the chained amulet that is Belphegor's seal.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Sloth's Lure on the party's striker, then crouch and full-attack whoever is frozen. If the crowd clusters, save Infernal Edict for the cone. Kill-priority: anyone trying to wake an incapacitated ally.
Belphegor is a true solo boss here. Spread legendary actions across the round: Idle Whisper to lock down the cleric, then Claw or Recline to reposition off the tank. Open with Infernal Edict if three or more are bunched, otherwise Multiattack the most mobile threat and use Wing Buffet to bully meleers off the skull-cairn.
Run him as a paragon Prince: lead with Edict, then chain-lock two casters with legendary Idle Whispers each round. Pair him with a flight of imps so high-tier parties can't simply focus the boss. Kill-priority: the party member who keeps dispelling Sloth's Lure.
Put Belphegor on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Belphegor?
He is built at CR 6 (2,300 XP) for his native Tier 2 (levels 5-10), where his legendary actions let him run as a solo boss. Scaled records are provided for Tier 1 (~CR 2 feel) and Tier 3 (~CR 11 feel) if you want him to fight a different party.
Can Belphegor be a companion or ally?
Not Belphegor himself; he is a Prince of Hell and only ever bargains, never serves. His bound page Iggur (AC 14, 82 HP) is provided as the allied/companion option, dragging behind whichever side holds the prince's seal.
How do I keep Sloth's Lure from feeling unfair?
It only triggers once per round on a creature's own turn, it auto-fails if the target took damage since its last turn, and a DC 15 Wisdom save shrugs it off. Telegraph the whisper, let players spread out and trade hits, and it becomes tense rather than a stun-lock.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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