Large fiend, lawful evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 189 (18d10 + 90)
- Speed
- 30 ft.
- Challenge
- 19 (22,000 XP)
- Saving Throws
- Cha +13, Con +11, Dex +9, Int +11
- Skills
- Perception +13, Persuasion +13, Intimidation +13
- Damage Resistances
- cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Immunities
- fire; poison
- Condition Immunities
- charmed; exhaustion; frightened; poisoned
- Senses
- truesight 120 ft., passive Perception 23
- Languages
- all, telepathy 120 ft.
Traits
Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.
If Bael fails a saving throw, he can choose to succeed instead.
Bael has advantage on saving throws against spells and other magical effects.
Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions
Bael makes two Hellish Morningstar attacks.
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.
Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.
Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Legendary Actions
Bael uses Spellcasting or Teleport.
Bael uses Infernal Command.
Bael makes one Hellish Morningstar attack.
Spellcasting
Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):