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Belphegor — Ars Goetia STL miniature by Clay Cyanide

Belphegor

Ars Goetia
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community1,715 views · 35 likes

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

Belphegor

Large fiend (devil), lawful evil

CR 6 · 2,300 XP · GUIDELINE
AC 16 (natural armor, infernal hide) HP 138 (12d10+72) Speed 30 ft., fly 50 ft.
STR20+5
DEX14+2
CON22+6
INT16+3
WIS15+2
CHA18+4
SavesCon +9, Wis +5, Cha +7
SkillsDeception +7, Insight +5, Intimidation +7
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks
Immfire, poison; poisoned
Sensesdarkvision 120 ft., passive Perception 12
LanguagesInfernal, Common, telepathy 120 ft.

Magic 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 · GUIDELINE
AC 14 HP 82 (scaled ×0.6) Speed 30 ft., fly 50 ft.
STR20+5
DEX14+2
CON22+6
INT16+3
WIS15+2
CHA18+4

Contagion 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · NATIVE
AC16HP12d10+72 (138) To-hit+7Save DC15

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d12+108 (225) To-hit+9Save DC17

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

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

Played Belphegor at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included