Mordenkainen's Tome of Foes

(Nancy Kaufman) #1

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)


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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