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Bel Actions

Large fiend (devil), lawful evil Multiattack. Bel makes three attacks: one with his bite,
one with his tail, and one with his claw or greatsword.
Armor Class 19 (natural armor)
Hit Points 325 (26d10 + 182) Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Speed 30 ft., fly 60 ft. target. Hit: 22 (4d6 + 8) piercing damage. The target
must succeed on a DC 22 Constitution saving throw or
become poisoned. While poisoned in this way, the
STR DEX CON INT WIS CHA target can't regain hit points, and it takes 21 (6d6)
27 (+8) 14 (+2) 24 (+7) 24 (+7) 23 (+6) 24 (+7) poison damage at the start of each of its turns. The
poisoned target can repeat the saving throw at the end
Saving Throws Dex +9, Con +14, Wis +13, Cha +14 of each of its turns, ending the effect on itself on a
Skills Insight + 13, Intimidation + 14, Perception +13, success.
Persuasion +14 Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Damage Resistances cold; bludgeoning, piercing, and one target. Hit: 17 (2d8 + 8) slashing damage.
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison Greatsword. Melee Weapon Attack: +15 to hit, reach
Condition Immunities charmed, exhaustion, frightened, 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage
poisoned plus 28 (8d6) fire damage.
Senses truesight 120 ft., passive Perception 23 Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Languages all, telepathy 120 ft. target. Hit: 24 (3d10 + 8) bludgeoning damage.
Challenge 24 (62,000 XP)
Teleport. Bel magically teleports, along with any
equipment he is wearing and carrying, up to 120 feet
Fear Aura. Any creature hostile to Bel that starts its turn to an unoccupied space he can see.
within 30 feet of him must make a DC 22 Wisdom
saving throw, unless Bel is incapacitated. On a failed
save, the creature is frightened until the start of its
Legendary Actions
next turn. If a creature's saving throw is successful, the Bel can take 3 legendary actions, choosing from the
creature is immune to Bel's Fear Aura for the next 24 options below. Only one legendary action can be used
hours at a time and only at the end of another creature's turn.
Bel regains spent legendary actions at the start of his
Innate Spellcasting. Bel’s innate spellcasting ability is turn.
Charisma (spell save DC 22). He can innately cast the
following spells, requiring no material components: Command Fiendish Ally. Bel targets one allied fiend of
challenge rating 20 or lower he can see within 30 feet
At will: alter self (can become Medium when changing of him. If the target can see or hear Bel, the target can
his appearance), detect magic, fireball, major image, use its reaction to make one melee weapon attack with
suggestion advantage on the attack roll or to take the Dodge
3/day each: hold monster, wall of fire action.
1/day each: fire storm, symbol (fear or pain only) Teleport. Bel uses his Teleport action.
Legendary Resistance (3/Day). If Bel fails a saving throw, Attack (Cost 2 Actions). Bel attacks once with his
he can choose to succeed instead. greatsword.
Magic Resistance. Bel has advantage on saving throws Shrieking Screams (Costs 2 Actions). Bel commands the
against spells and other magical effects. severed angel heads he carries on his belt to emit
horrific screams audible within 300 feet. Each creature
Magic Weapons. Bel's weapon attacks are magical. within 30 feet of Bel that isn’t a fiend must succeed on
Regeneration. Bel regains 20 hit points at the start of a DC 22 Wisdom saving throw or take 16 (3d10)
his turn. If he takes radiant damage, this trait doesn’t psychic damage. A frightened creature that fails the
function at the start of his next turn. Bel dies only if he save instead takes 30 psychic damage and is stunned
starts his turn with 0 hit points and doesn’t regenerate. until the end of Bel's next turn.
Bel
The archdevil Bel rose through the ranks from a quivering, Variant: Devil Summoning
mindless lemure to full pit fiend status. Serving under Zariel, Bel can have an action that allows him to summon
he led the diabolical armies against the demons in the Blood devils to his side.
War and, through a combination of guile and power, smeared Summon Devil (1/Day). Bel summons 4d4
himself over and over in bloody glory. His victories earned bearded devils or merregons, 2d4 barbed devils,
him the loyalty and respect of the Dark Eight --- eight of the two horned devils, or two erinyes. A summoned
most ancient and powerful pit fiend generals of Baator. devil appears in unoccupied spaces of his choice
Eventually Bel overthrew Zariel after the Reckoning of Hell, within 600 feet of him, acting as his allies. These
imprisoning her in his Bronze Citadel, becoming ruler of summoned devils cannot summon other devils.
Avernus for a period. Despite this, Bel was unable to ally Summoned devils roll initiative when they appear.
himself with any of the other rulers due to his betrayal of They remain until they die or Bel uses an action to
dismiss any or all of them.
Zariel.
Recently, Zariel was reinstated as the ruler of Avernus by
Asmodeus and Bel was demoted to her chief advisor. This
change signaled a major shift in the devils’ tactics. Zariel’s Artist Credit
fiery temperament and reckless maneuvering stand in stark "Bel (Lord of the Nine Project)" by Lars Bundvad
contrast to Bel’s approach, which relied on his expertise in
logistics and defensive tactics to make steady but slow
advances. Despite the contrast with his tactics, Bel doesn’t
discourage Zariel's reckless tactics in the hope that she will
overextend her forces and suffer a defeat that leads to her
removal.

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