Large Fiend (Devil), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft., Fly 60 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
18 (+4)
WIS
14 (+2)
CHA
19 (+4)
Skills Intimidation +9, Perception +7, Persuasion +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages All, Telepathy 60 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Fear Aura. A creature that starts its turn within 20 feet of the Aspect of Bel must succeed on a DC 17 Wisdom saving throw, unless the Aspect of Bel is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Bel's Fear Aura for the next 24 hours.

Innate Spellcasting. The Aspect of Bel's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic

3/day each: fireball, mirror image

1/day each: dispel magic, hold monster, wall of fire

Legendary Resistance (1/Day). If the Aspect of Bel fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Aspect of Bel makes two attacks: one with its greatsword and one with its tail.

Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 10 (3d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.

Teleport (Recharges 5-6). The Aspect of Bel magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.

Legendary Actions

The Aspect of Bel can take 3 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. The Aspect of Bel regains spent legendary actions at the start of its turn.

Move. The Aspect of Bel moves up to half its speed.

Teleport. The Aspect of Bel uses its Teleport action, if available.

Attack (Cost 2 Actions). The Aspect of Bel attacks once with its greatsword.

Fireball (Cost 2 Actions). The Aspect of Bel casts fireball.

Tactical Edge (Cost 2 Actions). Roll a d6 for the Aspect of Bel. The number rolled on the die is subtracted from the next attack roll made against the Aspect of Bel or an ally of its choice within the next minute.

Description

Bel does not have any cults, but is still worshipped by some warriors and soldiers. Although it is very unlikely that he will grant a petition to bestow an Aspect, it is still possible depending on the reason, especially if it can somehow help him reclaim the rulership of Avernus back from Zariel.

 The Aspect of Bel appears as a pit fiend wearing a golden suit of plate armor and wielding a flaming greatsword.

 The fiend is a deadly opponent to face, having retained the tactical brilliance of its progenitor. In addition, its fearsome sword can cut down the mightiest of heroes and when facing a great number of foes, it is able to unleash fireball spells and wall of fire to quickly turn the tide of battle.

Previous Versions

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12/28/2021 12:06:34 AM
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Monster Tags: Devilfiend

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