18 (plate armor)
189 (18d10+90)
walk 30 ft.
Dex +9, Con +11, Int +11, Cha +13
Intimidation +13, Perception +13, Persuasion +13
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
19
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.
If Bael fails a saving throw, he can choose to succeed instead.
Bael has advantage on saving throws against spells and other magical effects.
Bael's weapon attacks are magical.
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.
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)
Bael makes two melee attacks.
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.
Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.
Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
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.
Bael attacks once with his hellish morningstar.
Bael casts charm person or major image.
Bael uses his Infernal Command action.
Bael uses his Teleport action.
18 (plate armor)
189 (18d10 + 90)
walk 30 ft.
Dex +9, Con +11, Int +11, Cha +13
Intimidation +13, Perception +13, Persuasion +13
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
19
+6
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.
If Bael fails a saving throw, he can choose to succeed instead.
Bael have advantage on saving throws against spells and other magical effects.
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.
Bael makes two Hellish Morningstar attacks.
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.
Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.
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
Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
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.
Bael uses Spellcasting or Teleport.
Bael uses Infernal Command.
Bael makes one Hellish Morningstar attack.