KING BELETH
KING BELETH — The Encounter
Trumpet-Heralded King who rides the pale terror-horse · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is KING BELETH
Among the seventy-two spirits, Beleth is named a mighty and terrible king who comes forth borne upon a pale horse, heralded by the blare of every manner of musical instrument sounding at once. So great is his fury that the conjurer who calls him must hold a hazel wand stretched toward the south-east, lest the king's wrath fall upon him before the rite is bound. He commands eighty-five legions, and once compelled into the triangle he grows courteous, granting the love of any he is asked to win. The wise summoner shows him reverence as to a crowned monarch, for Beleth despises the slovenly and the disrespectful, and his hatred, once kindled, is a cold and patient thing. Old grimoires warn that the trumpet-blast which announces his coming is no mere fanfare but a weapon: it unmans the hearts of brave men and scatters the courage of armies before a single blade is drawn.
Run KING BELETH in Sixty Seconds
- Mount up Beleth is a cavalry boss: he wants open ground and a 20-foot run-up. On a closed map he loses Heralded Charge and Trample, so fight him in a hall or arena, not a dungeon corridor.
- Open with the Trumpet First round, sound Trumpet of Summoning into the clustered party for thunder damage plus a wave of frightened, then charge the lowest-AC caster with the Hellbrand Blade.
- Kill the horse first Tell players plainly: the Pale Herald (108 HP) fuels every charge and bodyguards the king. Drop it and Beleth is grounded at 30 ft. and far easier to corner.
- When bloodied (90 HP) Stop trading blows: spend Sovereign's Dread to frighten the heaviest hitter, use Royal Command on the rogue's crit-fishing, and Wheel and Strike to peel off and reposition for a fresh charge.
- Three ways to run it Tier 1, lone fear-knight harassing a starting party; Tier 2, paired with the Herald as a duel of mobility; Tier 3, full solo legendary boss anchoring an Ars Goetia warband.
KING BELETH
Large fiend (devil), lawful evil
CR 10 · 5,900 XP · GUIDELINEDread Sovereign. Beleth radiates a king's terrible majesty. Each enemy that starts its turn within 30 feet must succeed on a DC 16 Wisdom save or be frightened until the start of its next turn. A creature that fails by 5 or more also drops to the bottom of the initiative order on its next turn (acts last).
Heralded Charge. When Beleth (or his mount) moves at least 20 feet straight toward a target and hits with a melee attack on the same turn, the target takes an extra 9 (2d8) psychic damage and must succeed on a DC 16 Strength save or be knocked prone.
Actions
Multiattack. Beleth makes two attacks with his Hellbrand Blade, or one Hellbrand Blade attack and one use of Trumpet of Summoning.
Hellbrand Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 9 (2d8) fire damage.
Trumpet of Summoning (Recharge 5-6). Beleth sounds a soundless infernal blast. Each creature of his choice within 30 feet must make a DC 16 Charisma save, taking 27 (6d8) thunder damage on a failure, or half as much on a success. Creatures that fail are also frightened until the end of their next turn.
Bonus Actions & Reactions
Royal Command (Reaction). When a creature Beleth can see within 60 feet makes an attack roll or saving throw, Beleth subtracts 1d6 from the roll (a creature immune to the frightened condition is unaffected).
Legendary Actions (3/Round)
Wheel and Strike. Beleth (or his mount) moves up to half its speed without provoking opportunity attacks.
Blade of Kings. Beleth makes one Hellbrand Blade attack.
Sovereign's Dread (Costs 2 Actions). Beleth focuses his menace on one creature he can see within 30 feet. The target must succeed on a DC 16 Wisdom save or be frightened of him for 1 minute (repeat save at end of each of its turns).
A horned demon-king in green-fluted plate, white war-plume streaming, rides a barded pale horse whose flanks bear graven skulls. He carries no trumpet you can see, yet the air rings with one wherever he wills it.
KING BELETH, Bound
Companion · acts on your initiative
Bound · GUIDELINETrample (signature). If the KING BELETH moves at least 20 feet toward a creature and its rider hits that creature this turn, the Herald may make a hooves attack against it as a bonus reaction.
Actions
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength save or be knocked prone.
Reactions
Bear the King Away. When its rider would be hit by an attack, the KING BELETH wheels aside; the rider gains +2 AC against that attack and the Herald moves up to 15 feet, taking the attack on itself if it can interpose.
A barded warhorse the color of grave-frost, eyes lit hell-yellow, skull sigils worked into its caparison. It does not tire and does not startle.
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.
Strip the legendary actions and run him as a lone fear-knight: open with Trumpet of Summoning to scatter the party, then charge the squishiest caster. At this scale he is a terrifying mini-boss for a level 3-4 table; leave the Pale Herald out or use it as plain difficult terrain.
Lead with a Heralded Charge into the back line, then alternate blade and Royal Command to crush the party's saves. Keep him solo with the mounted band-drop dropped; pair the Pale Herald as a second body so focus-fire can't end him in one round.
Run him as the band-dropped solo boss with all three legendary actions and the Pale Herald in play. Open by charging the controller, Trumpet on recharge to keep the frontline frightened, and spend Sovereign's Dread to lock down whoever shrugged off the fear. Kill-priority for the party is the Herald (it fuels his charges); kill-priority for Beleth is anyone immune to frightened.
Put KING BELETH 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 King Beleth?
Natively CR 10 (Tier 3, levels 11-15). He is solo_capable: with legendary actions and the Pale Herald in play, his sheet is intentionally dropped one band so he plays up as a centerpiece boss. Scale him to CR 2 (Tier 1) or CR 6 (Tier 2) using the tier table for lower-level parties.
Can King Beleth be a companion or ally?
Yes, as a high-stakes patron rather than a tame sidekick. A party that completes his summoning rite (the hazel wand, the courtesy) can compel a single boon: his Pale Herald serves as the bound companion statblock here. Beleth himself only honors those who show royal deference; insult him and the alliance becomes the encounter.
Why does Beleth lower enemy rolls without casting a spell?
His Royal Command reaction and Dread Sovereign trait are fear-based, not magic. Any creature immune to the frightened condition ignores Royal Command entirely and walks through his aura, so a paladin's Aura of Courage or a single casting of protection from evil can hard-counter half his control kit.
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
Played KING BELETH 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.
Log in to comment