Large Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 337 (27d10 + 189)
Speed 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
24 (+7)
INT
26 (+8)
WIS
21 (+5)
CHA
25 (+7)
Saving Throws STR +13, DEX +10, WIS +12, CHA +14
Skills Deception +14, Insight +19, Perception +19
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 29
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Devil’s Sight. Magical darkness doesn’t impede Belial’s darkvision.

Legendary Resistance (3/Day). If Belial fails a saving throw, he can choose to succeed instead.

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

Regeneration. Belial regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Belial dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Belial makes two glaive or bolt attacks, he can replace one attack with spellcasting or paralyzing gaze.

Glaive. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) force damage, plus 27 (6d8) fire damage.

Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 27 (3d12 + 8) force damage.

Paralyzing Gaze. Belial targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Constitution saving throw or become paralyzed for 1 hour. The target can repeat the saving throw at the end of each of its turn, ending the effect on a successes. A creature that succeeds on the saving throw is immune to Belial’s Paralyzing Gaze for 24 hours.

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

Spellcasting. Belial casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 23 +15 to hit with spell attacks):

At will: alter self, major image, sending, fire bolt (17th level), charm person

3/day each: fireball, counterspell, wall of fire, immolation, dispel magic, mislead, circle of death

1/day each: forcecage, dominate person, wall of force, prismatic spray, teleport, flesh to stone

Legendary Actions

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

Teleport. Belial uses Teleport.

Assault (Costs 2 Actions). Belial makes one attack or uses spellcasting.

Flame Blast (Cost 3 Actions). Belial unleashes fire in a 30-foot cone, each creature in that area must make a DC 23 Dexterity saving throw or take 27 (5d10) fire damage.

OctopuswithFish

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