Fear Aura. Any creature hostile to the archdevil that starts its turn within 20 feet of it must make a DC 25 Wisdom saving throw, unless the archdevil 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, the creature is immune to the archdevil’s Fear Aura for the next 24 hours.
Hellish Weapons. The archdevil’s weapon attacks are magical and deal an extra 18 (4d8) fire damage on a hit (included in the attacks).
Innate Spellcasting. The archdevil’s innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: alter self, charm person, darkness, geas, greater restoration, heat metal. locate creature, locate object, major image, hallow
1/day each: dominate monster, holy aura, symbol(sleep only)
Legendary Resistance (3/Day). If the archdevil fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archdevil has advantage on saving throws against spells and other magical effects.
Reactive. Belial can take on reaction per turn in combat.
Regeneration. The archdevil regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The archdevil dies only if it starts its turn with 0 hit points and doesn't regenerate.
Weapon Focus. Belial has a +1 bonus to attack rolls with his ranseur (included in the attack).
Multiattack. The archdevil makes two melee weapon attacks.
Ranseur. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) piercing damage plus 18 (4d8) fire damage and the target’s maximum hit points are reduced by an amount equal to the fire damage taken until it completes a short or long rest.
Summon Devil (1/day). Belial summons a pit fiend. It acts as his ally and remains for 1 hour or until he or it is reduced to 0 hit points.
Teleport. The archdevil magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
The archdevil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The archdevil regains spent legendary actions at the start of its turn.
Attack. The archdevil makes a melee weapon attack.
Teleport. The archdevil uses its Teleport action.
Spell (Costs 2 Actions). The archdevil casts a spell with its innate spellcasting trait that has a casting time of 1 action.
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