DEVILS: ARCHDEVILS
At the top of the hierarchy of the Nine Hells stand the
archdevils, a vicious and backbiting group made up of
the Hells' elite devils. They include the various lords,
the nobles who owe them fealty, and some exiles and
outcasts who have fallen out of favor. Favor in the Nine
Hells shifts like the wind, and the fortunes of the great
and mighty rise and fall at the whims of their betters.
Many dread names are included in the rolls of the arch-
devils; the few described here are among those that
adventurers are most likely to encounter.
Wish Fulfillment. All devils seek control over mortal
souls, so they offer enticements to tempt mortals into
making unwise bargains. Archdevils, possessing the
true power of the Nine Hells, can fulfill nearly any de-
sire (within the limits of a wish spell) requested by the
mortals they bind to their infernal contracts. Archdevils
always fulfill the letter of the wish, rewarding desperate
mortals with a twisted interpretation of their desires.
In exchange for this gift, the devil expects and receives
total power over a soul and usually claims it upon the
mortal's death. An archdevil can't fulfill its own wish.
BAEL
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)
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INT
21 (+5)
WIS
24 (+7)
Saving Throws Dex +9, Con +11, Int +11, Cha +13
CHA
24 (+7)
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)
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.
Innate Spel/casting. Bael's innate spellcasting ability is Cha-
risma (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: counterspel/, dispel magic, fly, suggestion, wall of fire
1/day each: dominate monster, symbol (stunning only)
CHAPTER 6 I BESTIARY
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Legendary Resistance (3/Day). If Bael fails a saving throw, he
can choose to succeed instead.
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Magic Resistance. Bael has advantage on saving throws against
spells and other magical effects.
Magic Weapons. Bael's weapon attacks are magical.
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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 ifhe 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 o f Bael's w ithin 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 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.
Attack (Cost 2 Actions). Bael attacks once w ith 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.
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