THE SHARED REFERENCE Adventurer

Monster

Bel

Outside your table’s allowed sources

Official reference · BGDIA · 2014

Creature type
Fiend
Size
Large
Armor class
19 (natural armor)
Hit points
364 (27d10 + 216)
Speed
Walk 30 ft., Fly 60 ft.
Challenge rating
25
Alignment
Lawful Evil
Strength
28
Dexterity
14
Constitution
26
Intelligence
25
Wisdom
19
Charisma
26
Passive Perception
14
Saving Throws
dex: +10; con: +16; wis: +12
Skills
arcana: +15; deception: +16; insight: +12; persuasion: +16
Senses
truesight 120 ft.
Languages
Common, Infernal, telepathy 120 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
poisoned

Traits

Fear Aura

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

Legendary Resistance (3/Day)

If Bel fails a saving throw, he can choose to succeed instead.

Magic Resistance

Bel has advantage on saving throws against spells and other magical effects.

Magic Weapons

Bel's weapon attacks are magical.

Actions

Multiattack

Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

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

Fireball

Bel casts fireball.

Tactical Edge (Costs 2 Actions)

Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Summon Ice Devil (Costs 3 Actions)

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.

Innate Spellcasting

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire

1/day each: imprisonment, meteor swarm

Quick preview