Armor Class
18
Bael
Large Fiend · Lawful Evil
Hit Points
189 (18d10 + 90)
Speed
Walk 30 ft.
CR
19
Traits
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 until the start of the creature's next turn.
Legendary Resistance (3/Day)
If Bael fails a saving throw, he can choose to succeed instead.
Magic Resistance
Bael has advantage on saving throws against spells 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 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 melee attacks.
Hellish Morningstar
Melee Weapon Attack +13 to hit, reach 20 ft., one target. 16 () Piercing damage plus 13 () Necrotic damage.
Infernal Command
Each ally of Bael's within 60 feet of him can't be or 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
Attack (Cost 2 Actions)
Bael attacks once with his hellish morningstar.
Awaken Greed
Bael casts or major image.
Infernal Command
Bael uses his Infernal Command action.
Teleport
Bael uses his Teleport action.