Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 20 ft., Fly 60 ft.
STR
19 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
18 (+4)
WIS
12 (+1)
CHA
22 (+6)
Saving Throws STR +8, DEX +7, WIS +5, CHA +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

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

Magic Weapons. Ba'alsin's weapon attacks are magical.

Innate Spellcasting. Ba'alsin's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, as long as he has access to his Fork Lute:

At will: friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave

3/day each: phantasmal force, catnap, shatter,

1/day each: greater invisibility (self only), confusion

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork Lute. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Twisting Words. Ba'alsin targets one creature he can see within 60 feet of him. The target must succeed on a DC 18 Charisma saving throw or become charmed by Ba'alsin for 1 minute. The charmed target can repeat the saving throw if Ba'alsin deals any damage to it. A creature that succeeds on the saving throw is immune to Ba'alsin's Twisting Words for 24 hours.

Legendary Actions

Ba'alsin 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. Ba'alsin regains spent legendary actions at the start of his turn.

Mislead (costs 2 actions). Ba'alsin casts mislead

Corrupting Guidance. Ba'alsin uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 18 Charisma saving throw. On a failure, Ba'alsin decides how the target acts during its next turn.

Teleport.  Ba'alsin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Description

Ba'alsin is a servant of the Archdevil Glasya. He serves her in the infernal prison malbolge. His role in her upper echelon is to convince her prisoners that an escape is possible. Once convinced of this false hope, Glasya traps the would-be escapees and further tortures them in the hells - punishing them even more cruelly for their attempted escape.

Ba'alsin is quite the fan of music and uses his incomparable gift with a Lute to seduce, trick and ultimately destroy any who stand in his way. He is also a fan of illusions and almost always is in some type of magical disguise - he appears as whatever person or creature most suits his needs. In his true form he is a 12 foot tall, lithe devil with purple, leathery skin and massive horns that curl backward and taper to a point below his shoulder blades. His wings are bat-like and typically remain folded underneath his horns. Ba'alsin always thinks he's the most clever person in the room and will go out of his way to prove it, usually painfully. If ever he is outsmarted, however, he often shows a level of respect. In fact he often feels it is his duty to consistently test mortals and strengthen their cunning. That being said his own intelligence often leads him into trouble as he is constantly tests the boundaries of infernal law.

Ba'alsin was sent to the material plane to seduce mortals and create an army of Tieflings that could be manipulated into seizing control of the major nations of the world. Glasya is no longer content to remain on her level of hell and is hoping to create a direct link between Malbolge and the Material Plane - thus not breaking her contract with Asmodeus but still having a new realm to control and profit from. 

Monster Tags: Devil

nabdo

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