Large Fiend, Lawful Evil
Armor Class 19 Natural armor
Hit Points 364 (27d10 + 216)
Speed 30 ft., Fly 60 ft.
STR
28 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
25 (+7)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws DEX +10, CON +16, WIS +12
Skills Arcana +14, Deception +15, Insight +11, Persuasion +15
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120ft, Passive Perception 14
Languages Common, Infernal, Telepathy 120ft
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Fear aura any creature hostile to bel that starts it’s turn within 20 feet of him must make a DC 23 wisdom saving throw or be frightened until the start of its next turn if the creatures saving throw was successful the creature is immune to bels fear Ara for the next 24 hours

legendary resistance (3/day) if bel fails a saving throw he can choose to succeed instead

magic resistance bel has advantage on saving throws against spells and other magical effects

magic weapon’s bel’s weapon attack’s are magical 

Innate spellcasting bel’s Spellcasting ability is based on charisma (spell save DC 23) bel can cast the following spells without requiring any material components

at will detect magic fireball 

3/day each dispel magic hold monster mirror image mislead rise dead wall of fire

1/day each imprisonment meteor swarm

Actions

Attacks multi attacks bel makes three attacks to with his greatsword and one with his tail 

greatsword melee weapon attack +16 to hit reach 10ft one target hit 23 (4D6+9) slashing damage plus 21 (6D6) fire damage if the target is a flammable object that isn’t being worn or carried it catches fire

tail melee weapon attack +16 to hit reach 10ft one target hit 25 (3D10+9) bludgeoning damage if the target is a creature it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn

Legendary Actions

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 creatures turn bel regains spent legendary actions at the start of his turn 

fireball bel cast’s fireball 

tactical edge (costs 2 Actions) roll a D6 for bel The number rolled on the die he’s subtracted for the next attack made against bel or on an ally of his choice for the next minute

Summon ice devil (costs 3 Actions) bel magically summons an ice devil with an ice spear The ice devil appears in an unoccupied space within 60 feet of bel and acts as Bel’s ally and can summon other devils if it has such power the ice devil remains until bel dies or he dismisses it as an action

Monster Tags: Devil

Larktheflamegnome

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