Large Fiend (Devil), Lawful Evil
Armor Class 25 Natural armor
Hit Points 600 (40d10 + 380)
Speed 50 ft., Fly 150 ft.
STR
30 (+10)
DEX
28 (+9)
CON
30 (+10)
INT
26 (+8)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, DEX +18, WIS +18
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Restrained
Senses Darkvision 120 ft, Passive Perception 27
Languages Celestial, Common, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Devil's sight. Magical darkness doesn’t impede Belial's darkvision.

Fiery weapons. Belial’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4 (8d10) fire damage (included in the weapon attacks below).

Innate spellcasting. Belial's innate spellcasting ability is Charisma (spell save DC 28). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire 5/day each: blade barrier, dispel evil and good, finger of death.

Legendary Resistance (5/Day). If Belial fails a saving throw, he can choose to succeed instead.

Magic Resistance. Belial has advantage on saving throws against spells and other magical effects.

Regeneration. Belial regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of her next turn. Belial dies only if he starts his turn with 0 hit points and doesn’t regenerate.

 

Actions

Multiattack. Belial attacks three with his greatswords. He can substitute Horrid Touch for one of these attacks.

Greatsword. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 10) slashing damage, plus 44 (8d10) fire damage.

Horrid Touch (Recharge 6–7). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 52 (8d12) necrotic damage, and the target is poisoned for 2 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Belial magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Belial can take 5 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. Belial regains spent legendary actions at the start of his turn.

Immolating Gaze (Costs 2 Actions). Belial turns his magical gaze toward one creature she can see within 120 feet of him and commands it to combust. The target must succeed on a DC 28 Wisdom saving throw or take 26 (4d12) fire damage.

Teleport. Belial uses his Teleport action.

Previous Versions

Name Date Modified Views Adds Version Actions
9/27/2021 7:23:37 PM
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