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Monster

Bael

Large Fiend · Lawful Evil

Mordenkainen Presents: Monsters of the Multiverse Page 54
Armor Class 18
Hit Points 189 (18d10 + 90)
Speed Walk 30 ft.
CR 19
STR 24 +7
DEX 17 +3
CON 20 +5
INT 21 +5
WIS 24 +7
CHA 24 +7

Traits

Dread

Any 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 of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is .

Legendary Resistance (3/Day)

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

Magic Resistance

Bael have advantage on saving throws against spells and other magical effects.

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 if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Bael makes two Hellish Morningstar attacks.

Hellish Morningstar

Melee Weapon Attack +13 to hit, reach 20 ft., one target. 16 () Force damage plus 9 () Necrotic damage.

Infernal Command

Each of Bael's allies within 60 feet of him can't be or until the end of his next turn.

Teleport

Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Fiendish Magic

Bael uses Spellcasting or Teleport.

Infernal Command

Bael uses Infernal Command.

Attack (Costs 2 Actions)

Bael makes one Hellish Morningstar attack.
Confirmation

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