Saving Throws: Str +9, Dex +11, Con +15, Int +9, Wis +13, Cha +8
Skills: Arcana +15, Deception +14, Insight +12, Intimidation +14, Investigation +15, Perception +12, Persuasion +14, Religion +15
Legendary Resistance (3/Day): If Bel fails a saving throw, he can choose to succeed instead.
Equipment: Bel carries a Ring of Protection, which grants him a +1 bonus to his Armor Class and to all of his saving throws, which is factored into the above statistics. In addition, he possesses a unique legendary Great sword known as Demon-Butcher. For anyone, it functions as a +3 Great sword. When it is attuned to by a Lawful Evil character, it bestows the power to ignore the racial Damage Resistances, Damage Immunities, and Condition Immunities possessed by demons that they target with their attacks, spells, class features, or racial abilities. This allows Bel to, for example, poison a Balor with his racial bite attack, or deal full fire damage when he casts Wall of Fire against a group of advancing demons. Furthermore, if the attuned character holds a rank within a formal military organization, all lower-ranked members under the character's command, within 60ft, benefit from the same demonic-Damage Resistance/Damage Immunity/Condition Immunity-penetrating effect.
Highly Magical: Bel has advantage on saving throws against spells and other magical effects. Any attack he makes is considered magical for bypassing Damage Resistance and Immunity.
Innate Spellcasting: Bel's spellcasting ability is Charisma (spell save DC 22). Bel can innately cast the following spells, requiring no material components:
At-Will: Detect Magic, Fireball
3/day each: Hold Monster, Wall of Fire
Fear-Me-But-Follow Aura: Bel's ascension to Archfiend status mutated his Pit Fiend aura into something greater. Even demoted to a Duke, it remains altered, though diminished. Allied Lesser Devils within 60ft of Bel, that are his lawful subordinate and rightfully fear him, add his Charisma modifier (+7) to their attack rolls.
Superiority Dice: Bel has six Superiority Dice, which are d12s. He regains them all after a short or long rest.
Multi Attack. Bel makes three attacks: one with his bite, one with Demon-Butcher, and one with his tail.
Bite. Melee Weapon Attack: +15 to hit, reach 5ft, one target. Hit: 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) 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.
Demon-Butcher. Melee Weapon Attack: +18 to hit, reach 10ft, one target. Hit: 22 (4d6+11) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 10ft, one target. Hit: 24 (3d10+8) bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
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. Bel regains spent legendary actions at the start of its turn. A Battle Master Fighter that observes Bel use one of his Legendary Actions automatically understands the mechanics behind it.
Legendary Commander's Strike: Bel expends one Superiority Die and chooses one Lesser Devil under his command within 60ft for each enemy he can perceive within 60ft. Each chosen Lesser Devil can move up to its speed and make a single melee weapon attack, adding the number rolled on Bel's Superiority Die to its damage. Each chosen Lesser Devil must attack a different foe.
Legendary Parry: Bel expends a Superiority Die and enters a defensive stance. The next attack roll made against him (including ranged and spell attacks) before the beginning of his next turn takes a penalty on the attack roll equal to the result shown on the die.
Legendary Rally: Bel expends one Superiority Die. All Lesser Devils under his command within 60ft gain temporary hit points equal to the number rolled plus his Charisma modifier (+7).
Legendary Riposte: Bel can only trigger this Legendary Action at the end of a creature's turn that missed him with a melee attack and is still within 10ft of him. He makes an attack with Demon-Butcher against that creature. If he hits, he expends a Superiority Die and adds its result to the damage. In addition, if the target is Huge or smaller, they must make a Strength saving throw (DC 23) or be knocked up to 30ft away and land prone.
Legendary Sweeping Attack: Bel makes an attack with Demon-Butcher. If he hits, he expends a Superiority Die. All foes within 10ft that have an Armor Class low enough to be struck by his initial attack roll take damage equal to the number rolled on Bel's Superiority Die.
Sudden Demotion!: Bel exercises his privilege as Majordomo to bypass the legal proceedings of a proper demotion, instantly plummeting one Lesser Devil under his command within 60ft to Lemur status. The resulting Lemur is especially feeble, having only one hit point remaining from its normal total. Bel absorbs the released soul energy, gaining a second wind that heals him for 1d10+26 hit points, relentlessly restoring one of his spent Superiority Dice, and regaining one daily use of his Legendary Resistance ability, making him ever-more indomitable.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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