Bael: 5th Edition Monster Guide for D&D

Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bae) gladly spares the lives of those he defeats-if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.

Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon’s court, which leaves him free to pursue his battle lust.

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)

Saving Throws: Dex +9, Con + 11, Int + 11, Cha + 13

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

Damage Resistances: cold; bludgeoning, piercing, and 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 (22,000 XP)

Proficiency Bonus: +6

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. Bae! have advantage on saving throws against spells and other magical effects.

Regeneration. Bae! 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. Bae I 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.

Spellcasting. 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

3/day each: dispel magic, fly, suggestion, wall of fire

1/day: dominate monster

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

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.

Fiendish Magic. Bael uses Spellcasting or Teleport.

Infernal Command. Bael uses Infernal Command.

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