Bael

Large fiend (devil), Lawful Evil

Armor Class

18 (plate armor)

Hit Points

189 (18d10+90)

Speed

walk 30 ft.

Saves

Dex +9, Con +11, Int +11, Cha +13

Skills

Intimidation +13, Perception +13, Persuasion +13

Damage Resistances

cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

19

Dreadful

Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.

Legendary Resistance (3/Day)

If Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance

Bael has advantage on saving throws against spells and other magical effects.

Magic Weapons

Bael's weapon attacks are magical.

Regeneration

Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Innate Spellcasting

Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image • 3/Day each: counterspell, dispel magic, fly, suggestion, wall of fire • 1/Day each: dominate monster, symbol (stunning only)

Actions

Multiattack

Bael makes two melee attacks.

Hellish Morningstar

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.

Infernal Command

Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.

Teleport

Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary actions

Legendary Actions (4/Turn)

Bael can take 4 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. Bael regains spent legendary actions at the start of its turn.

Attack (Cost 2 Actions)

Bael attacks once with his hellish morningstar.

Awaken Greed

Bael casts charm person or major image.

Infernal Command

Bael uses his Infernal Command action.

Teleport

Bael uses his Teleport action.

Bael

Large fiend (devil), Lawful Evil

Armor Class

18 (plate armor)

Hit Points

189 (18d10 + 90)

Speed

walk 30 ft.

Saves

Dex +9, Con +11, Int +11, Cha +13

Skills

Intimidation +13, Perception +13, Persuasion +13

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

19

Proficiency Bonus

+6

Dread

Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.

Legendary Resistance (3/Day)

If Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance

Bael have advantage on saving throws against spells and other magical effects.

Regeneration

Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Bael makes two Hellish Morningstar attacks.

Hellish Morningstar

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Infernal Command

Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.

Spellcasting

Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): • At will: alter self (can become Medium), charm person, detect magic, invisibility, major image • 3/Day each: dispel magic, fly, suggestion, wall of fire • 1/Day: dominate monster

Teleport

Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary actions

Legendary Actions (3/Turn)

Bael can take 3 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. Bael regains spent legendary actions at the start of its turn.

Fiendish Magic

Bael uses Spellcasting or Teleport.

Infernal Command

Bael uses Infernal Command.

Attack (Costs 2 Actions)

Bael makes one Hellish Morningstar attack.