Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 364 (27d10 + 216)
Speed 30 ft., Fly 60 ft.
STR
28 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
25 (+7)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws DEX +10, CON +16, WIS +12
Skills Arcana +15, Deception +16, Insight +12, Persuasion +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages Common, Infernal, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

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

Magic Weapons. Bel's weapon attacks are magical.

Innate Spellcasting. Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire

1/day each: imprisonment, meteor swarm

Actions

Multiattack. Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

DM_King_Snakob

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