Large Fiend (Devil), Lawful Evil
AC 19 natural armor    Initiative +10 (20)
HP 364 (27d10 + 216)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 28 +9 +9
DEX 14 +2 +10
CON 26 +8 +16
Mod Save
INT 25 +7 +7
WIS 19 +4 +12
CHA 26 +8 +8
Skills Arcana +15, Deception +16, Insight +12, Persuasion +16
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Truesight 120ft; Passive Perception 14
Languages Common, Infernal, Telepathy 120ft
CR 25 (XP 75,000; PB +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.

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

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

Superiority Dice. Bel has six Superiority Dice, which are d12s. A Superiority Die is expended when Bel uses it.

Maneuvers.

Distracting Strike. When Bel hits a creature with an attack roll, he can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than Bel has Advantage if the attack is made before the start of your next turn.

Goading Attack. When Bel hits a creature with an attack roll, he can expend one Superiority Die to attempt to goad the target into attacking him. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 25) or have Disadvantage on attack rolls against targets other than Bel until the end of Bel's next turn.

Trip Attack. When Bel hits a creature with an attack roll using a weapon or an Unarmed Strike, he can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw (DC 25) or have the Prone condition.



Actions

Multiattack. Bel makes three attacks: two with his greatsword and one with his tail. He can replace one attack with fireball.

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 slowed (slow) until the end of its next turn.

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: fireball (level 5 version), mirror image

3/day each: dispel magic, hold monster, wall of fire

1/day each: meteor swarm

Bonus Actions

Lunging Attack. As a Bonus Action, Bel can expend one Superiority Die and take the Dash action. If Bel moves at least 5 feet in a straight line immediately before hitting with a melee attack as part of the [Tooltip Not Found] action on this turn, you can add the Superiority Die to the attack’s damage roll.

Reactions

Riposte. When a creature misses Bel with a melee attack roll, he can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If Bel hits, add the Superiority Die to the attack’s damage.

Legendary Actions

Bel can take 4 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. Bel regains spent legendary actions at the start of his turn.

Fireball. Bel casts fireball.

Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Fiery Escape. Bel moves up to his movement speed without provoking opportunity attacks. Each creature Bel moves through or next to takes 10 (3d6) Fire damage.

Habitat: Planar (Nine Hells)

whitewalls

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