Ancient Mind. Bel has advantage on Intelligence, Wisdom, and Charisma saving throws.
Aura of Despair. Any creature hostile to Bel that starts its turn within 60 feet of him must make a DC 24 Wisdom saving throw, unless Bel is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the saving throw fails by 5 or more, the creature becomes paralyzed instead. If a creature's saving throw is successful, the creature is immune to Bel’s Aura for the next 24 hours.
Flame Mastery. When Bel deals fire damage, he ignores resistance and immunity to such damage.
General's Leadership. Each ally of Bel within 120 feet of him has advantage on attack rolls, saving throws, and can't be charmed or frightened, unless Bel is incapacitated.
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 Weapons. Bel's weapon attacks are magical.
Master of Manipulation. Bel has advantage on Charisma and Wisdom (Insight) checks. In addition, any Wisdom (Insight) check against Bel has disadvantage.
Regeneration. Bel regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Bel dies only if he starts his turn with 0 hit points and doesn't regenerate.
Tactical Wit. Bel has advantage on initiative rolls.
Multiattack. Bel makes one Bite attack, two Beucephalus or Claw attacks, and one Tail attack. He can replace an attack with a use of Spellcasting.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 28 (8d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Beucephalus the Flaming Executioner. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 26 (4d6 + 12) slashing damage, plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. In addition, If the target has at least one head and Bel rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) slashing damage from the hit.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.
Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn.
Flaming Cleave (Recharge 5-6). Bel performs a devastating cleave with Beucephalus. Each creature within 30 feet of Bel must succeed on a DC 25 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) slashing damage, plus 45 (10d8) fire damage, is pushed up to 30 feet away from Bel, and is knocked prone. On a successful save, a creature takes half as much damage and is not pushed nor knocked prone.
Spellcasting. Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: Charm Monster, Command (cast at 3rd level), Detect Evil and Good, Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Identify (as an action), Major Image, Sending
3/day each: Geas (as an action), Hold Monster, Mass Suggestion, Mirror Image, Mislead, Plane Shift, Private Sanctum (as an action), Project Image, Raise Dead (as an action), Scrying (as an action), Teleport, Wall of Fire
1/day each: Imprisonment (as an action), Meteor Swarm, Mind Blank, Power Word Stun
Summon Consort (1/Day). Bel summons a pit fiend, that appears in an unoccupied space he can see within 100 feet of him. The pit fiend rolls initiative when it appears and is under his control. The pit fiend remains until it dies or Bel uses an action to dismiss it.
Command Allies. Each ally within 60 feet of Bel that can see or hear him, must use it's reaction to move, make an attack, or both, as Bel directs.
Parry. Bel adds 8 to his AC against one melee attack that would hit him. To do so, Bel must see the attacker and be wielding a melee weapon.
Bel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bel regains spent legendary actions at the start of his turn.
Flaming Charge. Bel moves up to his speed in a straight line and can move through the space of any creature without it costing extra movement, this movement does not provoke opportunity attacks. The first time Bel enters a creature's space during this move, that creature must succeed on a DC 25 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Spellcasting. Bel uses Spellcasting.
Tactical Edge. Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.
Summon Ice Devil (Costs 2 Actions). Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies, or until he dismisses it as an action.
Description
Physical Description.
"The towering fiend appears as a 12‑foot (3.7‑meter) tall, crimson-scaled colossus, clad in ancient bronze armor, with massive, bat-like wings, clawed extremities, and fangs that are dripping a green, smoking venom. Its very presence fills you with a sense off dread and terror. It’s visage is brutal and bestial but nonetheless infernal, warped by innumerable years of willful wickedness and hatred. Several moaning decapitated heads are attached to the fiend’s horrifically beautiful leather belt. It wields a strangely curved greatsword that radiates heat and is covered in roaring flames."
Bel.
From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.
Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.
Personality.
Calculating and calm in his assessments, Bel is one of the greatest military minds in the Nine Hells, using every tactical advantage available and only engaging in battle on his own terms. His favored tactics involves ambushes, double-crosses, feints and counter-feints, and backstabbing his enemies while anticipating the treacherous moves of his rivals. While he occasionally erupts with anger upon being foiled, he is generally cool-headed—a far cry from the constant, fiery fury of Zariel.
Cunning, analytical and, above all, a realist, Bel is fully aware that demons are infinite in number, if not literally then effectively, and so depends on slow defensive advances to fend them off. He is a long-term logistician, and in his mind the most he can do is contain the endless hordes of the Abyss. Even if victory only lasts a day, he values the assistance of anyone, mortal or otherwise, and gives fair hearings to those who offered. Though certainly evil and sadistic, his duties comes before his amusements.
Almost impossible to surprise, difficult to deceive, and typically only attacking when attacked, at least directly, Bel can be a reliable ally if approached with respect rather than duplicity. He can provide riches, information, letters of safe passage, and other forms of aid, but he is a shrewd negotiator who, as one might expect, keeps his promises to the letter and cares less about their spirit. Perhaps Bel's only psychological weakness is his disdain for and suspicion of magic from other sources than his own, preferring martial rather than magical might.
Beucephalus the Flaming Executioner
Weapon (greatsword), artifact (requires attunement)
Beucephalus is Bel's personal weapon, a strangely curved greatsword that radiates heat and is covered in roaring flames. Beucephalus is effective against both demons and cold-based creatures. Demons everywhere knows of and fears the weapon, for it was used to slay thousands of their kind over the course of the Blood War. The weapon has also been used to neatly sever the heads of at least a dozen angels, their decapitation not preventing them from screaming while attached to his belt. At any time, as long as Bel lives, he can decide to make the greatsword teleport to his hand, even if Beucephalus is attuned to a different creature.
Attunement. Any creature besides Bel that tries to attune to the greatsword must make a DC 20 Intelligence saving throw or take 70 (20d6) psychic damage, be stunned for 1 hour, and Bel knows that creatures location, even if you are one a different plane than Bel. If the psychic damage reduces your hit points to 0, then you die and your soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If you are not revived before then, only a Wish spell or killing the lemure and casting True Resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. On a successful save, the creature takes half as much damage, is not stunned, tough your location is still detected by Bel.
Flaming Wrath. When you hit with Beucephalus, you deal an additional 14 (4d6) Fire damage damage. If you hit or touch a flammable object that is not being held or worn with Beucephalus, it catches fire.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this ademantine weapon. In addition, Beucephalus functions similar to a vorpal sword.
Random Properties
Beucephalus the Flaming Executioner has the following random properties:
- 1 minor beneficial property
- 1 major beneficial property
- 1 minor detrimental property
- 1 major detrimental property
Detrimental properties are ignored by Bel.
Slaughter Demons. While wielding Becuephalus, you have advantage on attack rolls against demons.
Destruction. To destroy Becuephalus, you need to free and resurrect all the decapitated angels that are attached to Bel’s belt, once all are freed and resurrected they will be able to perform a ritual that can permanently destroy Becuephalus. The ritual takes 24 hours, and ends with Becuephalus combusting and turning into ash.
Lair and Lair Actions
Bel’s Lair
Before becoming Archduke of Avernus, Bel inhabited a fortress likely larger than any on the Prime Material Plane. Constructed from basalt, marble, granite, and iron, and configured with a description-defying sense of infernal logic, Bel's keep was incredibly well-fortified. It was surrounded by gigantic mountains, enclosed by a 30‑foot-tall (9.1‑meter) iron fence with screaming skulls at the top, and featured various thick gates, jagged fences, spiked walls, protruding towers, and sharp angles. Guarding it were hordes of lemures, abishai, bearded devils, and other fiends, some of which could perceive invisible objects and individuals, and most of which would gleefully eviscerate intruders. The entire stronghold exuded a feeling of hate, suffering, and wicked delight, and seemed to guarantee harm to anyone that came too close.
After ascending and becoming the Lord of Avernus, Bel ruled its wastes from the impregnable city known as the Bronze Citadel. Formerly a fortress of actual bronze, the original structure merely served as Bel's personal quarters where he strategized with the Dark Eight and held meetings with his inner court. The city itself was always in a state of expansion, with work crews of lemures, soul shells, imps, and other slave laborers fortifying it and adding new defenses. The Citadel encompassed an over 600‑mile-long (970‑kilometer) territory encircled by fourteen concentric ring walls with bearded devils, merregons, and spined devils, housed within the bulwark.
Each ring had several guard towers and a gate guarded by dangerous devils. These rings were outfitted with an unstoppable array of ballistae, catapults, magical relics, and other war machines. It was a utilitarian structure, with half of the wall support being bone scaffolding, and the rear of the unimaginative city was built on the foothills adjoining the Stigamaris Mountains. When captured adventurers came to plead their cases and travelers requested letters of safe passage, they would have to contend with either Bel's lieutenants or the Warlord of Avernus himself inside its walls.
After being deposed, Bel made his home in an iron fortress carved out of a volcano. The bastion acted as a forge for Blood War weapons and armor and was protected by infernal legions and dark magic that divined intruders.
Lair Actions
On initiative count 20 (losing initiative ties), Bel can take one of the following lair actions; he can't take the same lair action two rounds in a row:
Command. Bel casts the Command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets..
Summon Barbed Devils. Bel summons 3 (1d4 + 1) barbed devils, A barbed devil appears in unoccupied spaces within 100 feet of Bel, acts as Bel's ally, and can't summon other devils. The devils remains until Bel dies or until he dismisses any or all of them as an action.
Teleportation. Bel attempts to forcibly teleport up to four other creatures he can see within 120 feet of him, creatures that are not willing targets must succeed on a DC 24 Wisdom saving throw or be forcibly teleported, along with any equipment they are wearing or carrying, up to 30 feet to an unoccupied space Bel can see. Alternatively, Bel teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Regional Effects
The region containing Bel's lair is warped by his magic, creating one or more of the following effects:
Commanding Voices. Creatures within 10 miles of Bel's lair hears commands from a dark voice in their minds. The closer the creatures are to Bel's lair, the clearer and louder the voice becomes.
Infernal Compulsion. Lesser devils within 6 miles of Bel's lair feels compelled to serve Bel and guard his lair.
Loyal Servants. Servants of Bel that are within 6 miles of his lair have magically increased morale. They have advantage on saving throws against being charmed or frightened.
If Bel dies, these effects fade over the course of 1d10 days.
Previous Versions
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