Monster
Bel
Outside your table’s allowed sources
Official reference · CoA · 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. If the save fails, the creature has the frightened condition 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.
Actions
Multiattack
Bel attacks twice with his Greatsword and once with his Tail.
Greatsword
Melee Weapon Attack: +17 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 isn't being held or worn, it catches fire.
Tail
Melee Weapon Attack: +17 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 have the stunned condition 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
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 with an action.
Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: Detect Magic, Fireball
2/day each: Dispel Magic, Hold Monster, Mirror Image, Mislead, Raise Dead, Teleport, Wall of Fire
1/day each: Imprisonment, Meteor Swarm
Regional effects
The region containing Bel's lair is corrupted by his presence, which creates the following effect:
- Lava: There are numerous rivers of lava within 3 miles of the lair. Anyone who enters the lava for the first time or starts their turn in it takes 33 (6d10) fire damage.
If Bel dies, the effects fade over the course of 1d10 days.