Medium Fiend (Devil), Lawful Evil
Armor Class 19 natural armor
Hit Points 184 (16d8 + 112)
Speed 30 ft., Fly 60 ft.
STR
26 (+8)
DEX
17 (+3)
CON
24 (+7)
INT
21 (+5)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +9, CON +13, WIS +11, CHA +12
Skills Intimidation +11, Perception +12, Persuasion +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120ft., Passive Perception 22
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. Baalphel's Innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will— alter self, charm person, detect magic, fear, flaming sphere, invisibility (self only), sleep

3/day each: counterspell, flesh to stone, Suggestion                      

2/day each: symbol (pain or sleep only)     

1/day each: circle of death

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

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

Magic Weapons. Baalphel's weapon attacks are magical.

Regeneration. Baalphel regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Baalphel dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Baalphel makes two attacks: one with his infernal fork and one with his Bleeding claw.

Infernal scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 13 (3d8) necrotic damage.

Bleeding claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 13 (2d4 + 8) slashing and the target must succeed on a DC 20 Wisdom saving throw or become frightened of Baalphel for 1 minute. the frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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

Legendary Actions

baalphel 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. baalphel regains spent legendary actions at the start of his turn.

Blood gate (Cost 2 Actions). Baalphel uses his teleport action and attacks once with  his bleeding claw.

Endless cinders. Baalphel casts flaming sphere.

Forced slumber (Cost 2 Actoins). Baalphel casts sleep.

Description

Baaphel looks like a many horned werewolf, that has bat wings, hooves as feet, and a forever bleeding right arm. this blood is what gives his claw the fear effect.

This Duke of Hell serves Belial as a slave bringer, whoever his master wishes to have Baalphel  gets for him. He also can bring in war prisoners or act as a general even if they are not his normal stations. 

Baalphel seeks to rule his own layer and only serves Belial to be close to power. that being said he likes how Belial relies on his power of sleep something the nine hell's usual does not need.

ItsTheCount

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