Bael
Large fiend (devil), lawful evil
Armor Class
18 (plate)
Hit Points
189 (18d10 + 90)
Speed
30 ft.
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
21 (+5)
WIS
24 (+7)
CHA
24 (+7)
Damage Immunities
fire, poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft., passive Perception 23
Saving Throws
Dex +9, Con +11, Int +11, Cha +13
Skills
Intimidation +13, Perception +13, Persuasion +13
Languages
all, telepathy 120 ft.
Challenge
19 (22,000 XP)
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.
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:
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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
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3/day each: counterspell, dispel magic, fly, suggestion, wall of fire
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1/day each: dominate monster, symbol (stunning only)
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.
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
Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 his 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.