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 mortalsouls, 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. Archdevilsalways fulfill the letter of the wish, rewarding desperatemortals with a twisted interpretation of their desires.In exchange for this gift, the devil expects and receivestotal power over a soul and usually claims it upon themortal's death. An archdevil can't fulfill its own wish.BAEL
Large fiend (devil), lawful evilArmor Class 18 (plate)
Hit Points 189 (18d10 + 90)Speed 30 ft.
STR24 (+7)DEX17 (+3)CON20 (+5)'·
INT21 (+5)WIS24 (+7)Saving Throws Dex +9, Con +11, Int +11, Cha +13CHA24 (+7)Skills Intimidation +13, Perception +13, Persuasion + 13Damage Resistances cold; bludgeoning, piercing, and slashingfrom nonmagical attacks that aren't silveredDamage Immunities fire, poisonCondition Immunities charmed, exhaustion, frightened,poisonedSenses truesight 120 ft., passive Perception 23Languages all, telepathy 120 ft.Challenge 19 (22,000 XP)Dreadful. Bael can use a bonus action to appear dreadful untilthe start of his next turn. Each creature, other than a devil, thatstarts its turn within 10 feet of Bael must succeed on a DC 22Wisdom saving throw or be frightened until the start of thecreature's next turn.Innate Spel/casting. Bael's innate spellcasting ability is Cha-risma (spell save DC 21, + 13 to hit with spell attacks). Hecan innately cast the following spells, requiring no materialcomponents:At will: alter self (can become Medium when changing hisappearance), animate dead, charm person, detect magic,inflict wounds (as an 8th-level spell), invisibility (self only),major image3/day each: counterspel/, dispel magic, fly, suggestion, wall of fire1/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, hecan choose to succeed instead..
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Magic Resistance. Bael has advantage on saving throws againstspells 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 functionat the start of his next turn. Bael dies only ifhe starts his turnwith 0 hit points and doesn't regenerate.ACTIONSMultiattack. Bael makes two melee attacks.Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20ft., 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 himcan't be charmed or frightened until the end of his next turn.Teleport. Bael magically teleports, along with any equipment heis wearing and carrying, up to 120 feet to an unoccupied spacehe can see.LEGENDARY ACTIONSBael can take 3 legendary actions, choosing from the optionsbelow. Only one legendary action option can be used at a timeand only at the end of another creature's turn. Bael regainsspent legendary actions at the start of his turn.Attack (Cost 2 Actions). Bael attacks once w ith his hellishmorningstar.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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