Huge Fiend (Angel, Demon, Devil), Lawful Evil
Armor Class 26 (natural armor)
Hit Points 787 (45d12 + 495)
Speed 80 ft., Fly 120 ft., Climb 80 ft.
STR
30 (+10)
DEX
28 (+9)
CON
30 (+10)
INT
28 (+9)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws CON +19, INT +18, WIS +19, CHA +19
Skills Arcana +18, Deception +22, Nature +13, Persuasion +16
Damage Resistances Cold, Necrotic
Damage Immunities Fire, Poison, Radiant
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 160 ft., Passive Perception 29
Languages All, Telepathy 260 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Hellish Power. At the start of each of Ba'ael's turns, he chooses Demonic or Devilish. If he chooses Demonic, he has a +3 bonus to hit and to damage, but can only cast spells that take an action or reaction to cast. If he chooses Devilish, all creatures hostile to him have disadvantage on saving throws against his spells and he has advantage on Charisma, Wisdom, and Intelligence saving throws, however, he has a -1 penalty on all attack rolls.

Legendary Resistance (4/Day). If Ba'ael fails a saving throw, he can choose to succeed instead.

Multi-Headed. Ba'ael has three heads, and therefore, has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Lesser Magic Immunity. Ba'ael cannot be affected by spells of 2nd level or lower, and has advantage on saving throws against all other spells and other magical effects.

Commanding Presence. Fiends, humanoids, and celestials have disadvantage on Charisma saving throws against Ba'ael.

Lesser Fire and Radiance Absorption. Whenever Ba'ael takes fire or radiant damage, he instead takes no damage and regains hit points equal to half the amount of damage dealt.

Angelic Weapons. Ba'ael's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 8d8 radiant or necrotic damage (included in the attack).

Divine Awareness. Ba'ael knows if he hears a lie.

Actions

Multiattack. Ba'ael makes three attacks: one with his Frog Bite or Cat Bite and one with his Longsword or Whip. He can replace at least one of these attacks with a Longbow or Fiendish Bolt attack.

Frog Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) piercing damage plus 22 (5d8) necrotic damage, and if the target is Medium or smaller, it is grappled and restrained (escape DC 19). Until this grapple ends, Ba'ael cant use his Frog Bite on any other target.

Cat Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11) piercing damage plus 22 (5d8) necrotic, poison, or radiant damage (Ba'ael's choice).

Legs. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 11) slashing damage plus 18 (4d8) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 21 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Ba'ael hits the wounded target with this attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

+1 Longsword of Calamity. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 25 (3d8 + 12) slashing damage plus 36 (8d8) radiant or necrotic damage (Ba'ael's choice).

+1 Whip. Melee Weapon Attack: +21 to hit, reach 30 ft., one target. Hit: 20 (3d4 + 12) slashing damage plus 36 (8d8) radiant or necrotic damage (Ba'ael's choice).

Slaying Longbow. Ranged Weapon Attack: +20 to hit, range 270/1100 ft., one target. Hit: 20 (2d8 + 11) piercing damage plus 36 (8d8) radiant damage. If the target is a creature that has 130 hit points or fewer, it must succeed on a DC 18 Constitution saving throw or die.

Fiendish Bolt. Melee Weapon Attack: +20 to hit, range 140 ft., one target. Hit: 40 (9d8) necrotic damage plus 11 (2d10) fire damage.

 

Invisibility. Ba'ael casts Greater Invisibility on either himself or up to three creatures he can see, requiring no spell components and using Charisma as the spellcasting ability.

Flying Sword. Ba'ael releases his greatsword to hover magically in an unoccupied space within 5 feet of it. If Ba'ael can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the his hands. If the hovering sword is targeted by any effect, Ba'ael is considered to be holding it. The hovering sword falls if Ba'ael dies.

Change Shape. Ba'ael magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. It reverts to its true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, Ba'ael retains his game statistics and ability to speak, but his AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Spellcasting. Ba'ael's spellcasting ability is Charisma (spell save DC 29, +22 to hit with spell attacks). He has the following spells prepared, which he can cast without requiring material components:

At will: flaming sphere, create food and water, animate dead, continual flame, detect evil and good, command, banishment, bestow curse, thaumaturgy, fire shield (range is touch)

3/day each: dispel evil and good, create undead, circle of power, blade barrier, destructive wave, hold monster, [spell]infernal calling[/spell[ (CR 8 or lower)

1/day each: commune, control weather, etherealness (range is 120 feet), incendiary cloud, plane shift, power word stun

Bonus Actions

Warp of Love (6/Day). Ba'ael magically increases a target creature's Charisma score by 3, which lasts for 48 hours. While its Charisma score is increased in this way, the creatire has advantage on Charisma saving throws against celestials and humanoids, but disadvantage on all other saving throws against fiends. If Ba'ael uses this ability for the second time on the same creature, he can choose to remove all previous bonuses and make the +3 bonus permanent. In this case, the affect lasts indefinetly and can only be ended by a casting of [spell]dispel evil and good[spell] using a spell slot of 10th level or higher. Other spells that would affect Charisma still affect the bonus normally.

Legendary Actions

Ba'ael 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'ae; regains spent legendary actions at the start of his turn.

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

Fiendish Magic. Ba'ael casts one of the spells he can cast at will.

Leg Strike. Ba'ael makes a Leg attack.

Gaze (Costs 2 Actions). Ba'ael centers his gaze on one target he can see within 200 feet of him. That target must make a DC 21 Charisma saving throw or be forced to look at Ba'ael and see all of his numerous fiendish faces, all blending into one and showing his inner darkness. This forces the inner darkness within the target's soul to come pouring out. On a failed save, the target takes 49 (8d8 + 13) necrotic damage and has their alignment begin to shift to chaotic evil, if it isnt already. If the target fails the saving throw by 4 or more, or if the target fails the saving throw more than once, its alignment automatically becomes chaotic evil. On a successful save, the target takes half as much damage and suffers no other effects.

Description

Ability Scores: STR: 32 (+11), WIS: 31 (+10), CON: 32 (+11), CHA: 37 (+13)

A mighty archfiend, Ba'ael is often confused with the two other archfiends that have names that are often used a synonyms for his own, those being the demolith Baal and the archdevil Bael. Ba'ael himself is an extremely powerful fallen angel, one who has been tainted in the evil of Lower Planes for so long that he has become a strange mix of devil and demon at the same time. In order to gain this state of being, Ba'ael lived in both the Nine Hells and the Abyss for long periods of time, leaving whenever he saw fit. While their, he would gather legions of followers and force them into his service, building a sort of cult of fiends. Eventually the influence of the two realms began to rip into Ba'ael, causing his once pure personality to split into three, causing his one angelic head to split into three grotesque heads. Each of his heads represent different parts of how he sees himself in the cosmos. His sly cat head represents his devilish side, his noisy and gluttonous frog head represents his demonic side, and his disgruntled human head represents his repressed angelic side. However, Ba'ael has been corrupted for so long that his human face is begining to lose its heavenly splendor, in the form of slowly literally rotting away, showing slight traces of his muscles and glowing skeleton beneath. His body typically appears somewhat humanoid, with six pairs of clawed, spider-like legs extending from the spots where his feet and lower half of his feet should be. The eyes of all of his heads glow bright orange-red, with all heads having vertical pupils, except the cat head, which has no pupils whatsoever.

Monster Tags: DevilDemonDemon Lord

Dragonekillax3

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