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.
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.
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)