Armor Class
18
Bael
Large Fiend · Lawful Evil
Hit Points
189 (18d10 + 90)
Speed
Walk 30 ft.
CR
19
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.