Bel

Large fiend (devil), Lawful Evil

Armor Class

19 (natural armor)

Hit Points

364 (27d10+216)

Speed

walk 30 ft., fly 60 ft.

Saves

Dex +10, Con +16, Wis +12

Skills

Arcana +15, Deception +16, Insight +12, Persuasion +16

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Languages

Common, Infernal, telepathy 120 ft.

Challenge

25

Fear Aura

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

Legendary Resistance (3/Day)

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

Magic Resistance

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

Magic Weapons

Bel's weapon attacks are magical.

Innate Spellcasting

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: • At will: detect magic, fireball • 3/Day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire • 1/Day each: imprisonment, meteor swarm

Actions

Multiattack

Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

Legendary actions

Legendary Actions (3/Turn)

The fiend (devil) 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. The fiend (devil) regains spent legendary actions at the start of its turn.

Fireball

Bel casts fireball.

Tactical Edge (Costs 2 Actions)

Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Summon Ice Devil (Costs 3 Actions)

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.