Large fiend (devil), Lawful Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 364 (27d10 + 216) |
| Speed | 30 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 14 (+2) | 26 (+8) | 25 (+7) | 19 (+4) | 26 (+8) |
| Saving Throws | Con +16, Dex +10, Wis +12 |
|---|---|
| Skills | Arcana +15, Deception +16, Insight +12, Persuasion +16 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | truesight 120 ft., passive Perception 14 |
| Languages | Common, Infernal, telepathy 120 ft. |
| Challenge | 25 |
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.
If Bel fails a saving throw, he can choose to succeed instead.
Bel has advantage on saving throws against spells and other magical effects.
Bel's weapon attacks are magical.
Bel makes three attacks: two with his greatsword and one with his tail.
Melee Attack Roll: +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.
Melee Attack Roll: +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.
Bel casts fireball.
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.
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.
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 each/day: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
1 each/day: imprisonment, meteor swarm
Large fiend (devil), Lawful Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 364 (27d10 + 216) |
| Speed | 30 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 14 (+2) | 26 (+8) | 25 (+7) | 19 (+4) | 26 (+8) |
| Saving Throws | Con +16, Dex +10, Wis +12 |
|---|---|
| Skills | Arcana +15, Deception +16, Insight +12, Persuasion +16 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | truesight 120 ft., passive Perception 14 |
| Languages | Common, Infernal, telepathy 120 ft. |
| Challenge | 25 |
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. If the save fails, the creature has the frightened condition 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.
If Bel fails a saving throw, he can choose to succeed instead.
Bel has advantage on saving throws against spells and other magical effects.
Bel attacks twice with his Greatsword and once with his Tail.
Melee Attack Roll: +17 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 isn't being held or worn, it catches fire.
Melee Attack Roll: +17 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 have the stunned condition until the end of its next turn.
Bel casts Fireball.
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.
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 with an action.
Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: Detect Magic, Fireball
2 each/day: Dispel Magic, Hold Monster, Mirror Image, Mislead, Raise Dead, Teleport, Wall of Fire
1 each/day: Imprisonment, Meteor Swarm