THE SHARED REFERENCE Adventurer

Monster

Bael

Outside your table’s allowed sources

Official reference · MTF · 2014

Creature type
Fiend
Size
Large
Armor class
18 (plate armor)
Hit points
189 (18d10 + 90)
Speed
Walk 30 ft.
Challenge rating
19
Alignment
Lawful Evil
Strength
24
Dexterity
17
Constitution
20
Intelligence
21
Wisdom
24
Charisma
24
Passive Perception
23
Saving Throws
dex: +9; con: +11; int: +11; cha: +13
Skills
intimidation: +13; perception: +13; persuasion: +13
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

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.

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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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.

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:

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

1/day each: dominate monster, symbol (stunning only)

Quick preview