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Bael

Large fiend (devil), Lawful Evil

Armor Class 18 ({@item plate armor|PHB|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)

Saving Throws DEX +9, CON +11, INT +11, CHA +13

Skills Intimidation +13, Perception +13, Persuasion +13

Damage Resistances cold, [object Object]

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 23

Languages all, telepathy 120 ft.

Challenge 19

Dread. 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.

Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance. Bael have advantage on saving throws against spells and other magical effects.

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 Hellish Morningstar attacks.

Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Infernal Command. Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.

Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Fiendish Magic. Bael uses Spellcasting or Teleport.

Infernal Command. Bael uses Infernal Command.

Attack (Costs 2 Actions). Bael makes one Hellish Morningstar attack.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 54