Medium Celestial (Angel, Demon, Devil), Neutral Evil
Armor Class 20 (natural armor)
Hit Points 666 (50d10 + 150)
Speed 30 ft., Fly 45 ft.
STR
25 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
25 (+7)
WIS
25 (+7)
CHA
14 (+2)
Saving Throws STR +16, DEX +14, INT +16, WIS +16
Damage Immunities Fire, Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 25
Languages Knows all languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fire and Radiant Absorption. Whenever Bael is subjected to fire or radiant damage, he takes no damage and instead regains a number of hit points equal to the fire or radiant damage dealt.

Immutable Form. Bael is immune to any spell or effect that would alter its form.

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

Magic Weapons. Bael’s weapon attacks are magical.

Bael's Sight. Magical darkness doesn’t impede the Bael’s darkvision.

Fear Aura. Any creature hostile to Bael that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Bael is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, it is immune to Bael’s Fear Aura for the next 24 hours.

Corrupted Angelic Weapons: Bael's weapon attacks are magical. When Bael hits with any weapon, the weapon deals an extra 3d8 radiant damage and 3d8 necrotic damage (included in the attack).

Divine Awareness: Bael knows if it hears a lie.


Magic Resistance: Bael has advantage on Saving Throws against Spells and other magical Effects.

Angelic and Devil Slayer: Bael has advantage when attacking Celestials or Fiends, Triple damage is done to Celestials or Fiends. Can catch Solars Flying Swords and can identify a Celestial or Fiend even if they are disguised.

Regeneration. Bael regains 25 hp at the start of its turn if it is in an area of dim light or darkness. Regeneration. Bael only dies if it starts its turn with 0 hp and doesn’t regenerate.

Actions

Multiattack:  Bael makes 3 attacks, 2 melee attacks [1 with Whip, 1 with Sword] and 1 spell attack

Barbed Whip. Melee Weapon Attack: +15 to hit, reach 35 ft., one target. Hit: 20 (4d6 + 7) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward Bael. If the target is a creature other than an undead or a construct, it must succeed on a DC 18 Constitution saving throw or take 6 (1d12) necrotic damage at the start of each of its turns as a barb of pure dark energy lodges itself in the wound. Each time Bael hits the barbed target with this attack, the damage dealt by the wound each round increases by 6 (1d12). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing. [Additional damage] 3d8 radiant damage and 3d8 necrotic damage.

Sword of Calamity. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 32 (4d10+10) slashing damage, if a creature is hit it has bane for its next 3 attacks. [Additional damage] 3d8 radiant damage and 3d8 necrotic damage.

Spellcasting. Bael is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells.

Bael has the following wizard spells prepared:

Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation

1st level (5 slots): shield, disguise self, illusory script, magic missile, unseen servant

2nd level (4 slots): shatter, hold person, mirror image, misty step

3rd level (4 slots): counterspell, dispel magic, haste, slow, spirit guardians, speak with dead

4th level (3 slots): banishment, dimension door, greater invisibility, phantasmal killer

5th level (3 slots): dominate person, scrying, telekinesis, wall of force, contagion

6th level (2 slots): chain lightning, disintegrate

7th level (2 slots): plane shift, divine word

8th level (1 slot): feeblemind

9th level (1 slot): True polymorph

Signature Spells: Fireball/Flame Strike (unlimited)

Darkness Mist (Recharge 6). Bael a black mist in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

(flavor you see tar black skeletons grabbing you pulling you into the mist)

Reactions

Dimension Flee: Whenever Bael falls below 50% HP he cast dimension door and escapes to Hades

Legendary Actions

Legendary Resistance (5/Day). If it fails a saving throw, it can count it as a success instead.

Command Lesser Creatures (2/Day). If a creature has less than 30 HP he can control them

Twisted Humor (3/Day). Bael chooses a Creature in his presence to torment physically, they find they don’t have full control of their body’s orifices whether hostile or friendly. A creature that starts its turn within 60ft feet of Bael must succeed on a DC 20 Constitution saving throw or suffer one of the following effects until the end of its next turn. 

(rolled randomly or chosen by the DM):

1 Tears: The creature’s eyes swell with tears, causing the creature to become blinded.

2 Vomit: The creature vomits uncontrollably and is considered poisoned and can’t speak

3 Defecation: The creature’s insides cramp as it voids its bowels, becoming incapacitated in the process.

4 Discharge of Wax: A thick wax fills the creature’s ears, causing the creature to become deafened.

Description

King of the Notoria Groatia

Lair and Lair Actions

N/A

Monster Tags: DevilAngel

Thymier

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