Medium Fiend (Devil), Lawful Evil
Armor Class 21 (natural)
Hit Points 202 (27d8 + 81)
Speed 30 ft., Fly 60 ft.
STR
9 (-1)
DEX
22 (+6)
CON
17 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
30 (+10)
Saving Throws DEX +13, CHA +17
Skills Perception +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Psychic
Condition Immunities Charmed
Senses Truesight 120 ft., Passive Perception 12
Languages Abyssal, Common, Infernal, Telepathy
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

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

Innate Spellcasting. Baeloth’s innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: command, silvery barbs

3/day each: hideous laughter, crown of madness, otto's irresistible dance

1/day each: mass suggestion, dominate monster, power word: pain

Frightening Aura. When a creature within 15 feet of Baeloth makes a weapon attack roll against him, and another creature is within the attack’s range, the attacker must make a DC 25 Wisdom saving throw. On a failed save, the attacker is frightened, while frightened this way the affected creature must target the creature that is closest to it, not including Baeloth or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to Baeloth’s Frightening Aura for 24 hours.

Actions

Multiattack. Baeloth makes two attacks with his whip and can cast command on a creature, when using command in this way Baeloth cannot issue the same command word on his next turn.

Tyrants Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (8d4 + 6) slashing damage plus 11 (2d10) force damage.

Teleport. Baeloth teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space that he can see.

Reactions

Baeloth can take 2 reactions per round but can use it once per turn.

Baeloth can cast silvery barbs whenever a creature takes an action.

Legendary Actions

Baeloth 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. Baeloth regains spent legendary actions at the start of its turn.

Teleport. Baeloth uses his teleport action.

Attack (Costs 1 Actions). Baeloth makes one melee weapon attack.

Cast a Spell (Costs 2 Actions). Baeloth casts one spell.

Monster Tags: Devilfiend

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