Large fiend (devil), Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 189 (18d10 + 90) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 17 (+3) | 20 (+5) | 21 (+5) | 24 (+7) | 24 (+7) |
| Saving Throws | Cha +13, Con +11, Dex +9, Int +11 |
|---|---|
| Skills | Intimidation +13, Perception +13, Persuasion +13 |
| Damage Vulnerabilities | — |
| 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., passive Perception 23 |
| Languages | all, telepathy 120 ft. |
| Challenge | 19 |
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 has 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 Attack Roll: +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 teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bael uses Spellcasting or Teleport.
Bael uses Infernal Command.
Bael makes one Hellish Morningstar attack.
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
1/day: dominate monster
3 each/day: dispel magic, fly, suggestion, wall of fire
Large fiend (devil), Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 189 (18d10 + 90) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 17 (+3) | 20 (+5) | 21 (+5) | 24 (+7) | 24 (+7) |
| Saving Throws | Cha +13, Con +11, Dex +9, Int +11 |
|---|---|
| Skills | Intimidation +13, Perception +13, Persuasion +13 |
| Damage Vulnerabilities | — |
| 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., passive Perception 23 |
| Languages | all, telepathy 120 ft. |
| Challenge | 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 makes two melee attacks.
Melee Attack Roll: +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 attacks once with his hellish morningstar.
Bael casts charm person or major image.
Bael uses his Infernal Command action.
Bael uses his Teleport action.
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 each/day: counterspell, dispel magic, fly, suggestion, wall of fire
1 each/day: dominate monster, symbol (stunning only)