Page 171 - Mordenkainen's Tome of Foes Deluxe
P. 171
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DEVILS: ARCHDEVILS
At the top of the hierarchy of the Nine Hells stand the
archdevils, a vicious and backbiting group made up of ••
the Hells' elite devils. They include the various lords,
the nobles who owe them fealty, and some exiles and
outcasts who have fallen out of favor. Favor in the Nine
•
Hells shifts like the wind, and the fortunes of the great •
and mighty rise and fall at the whims of their betters.
Many dread names are included in the rolls of the arch- '
devils; the few described here are among those that •
adventurers are most likely to encounter.
Wish Fulfillment. All devils seek control over mortal
souls, so they offer enticements to tempt mortals into
making unwise bargains. Archdevils, possessing the
true power of the Nine Hells, can fulfill nearly any de-
sire (within the limits of a wish spell) requested by the
mortals they bind to their infernal contracts. Archdevils
always fulfill the letter of the wish, rewarding desperate
mortals with a twisted interpretation of their desires.
In exchange for this gift, the devil expects and receives
total power over a soul and usually claims it upon the
mortal's death. An archdevil can't fulfill its own wish.
BAEL Legendary Resistance (3/Day). If Bael fails a saving throw, he
can choose to succeed instead.
Large fiend (devil), lawful evil
Magic Resistance. Bael has advantage on saving throws against
Armor Class 18 (plate) spells and other magical effects.
Hit Points 189 (18d10 + 90) '·
Speed 30 ft. Magic Weapons. Bael's weapon attacks are magical. \
Regeneration. Bael regains 20 hit points at the start of his turn.
STR DEX CON INT WIS CHA
If he takes cold or radiant damage, this trait doesn't function
24 (+7) 17 (+3) 20 (+5) 21 (+5) 24 (+7) 24 (+7)
at the start of his next turn. Bael dies only ifhe starts his turn
Saving Throws Dex +9, Con +11, Int +11, Cha +13 with 0 hit points and doesn't regenerate.
Skills Intimidation +13, Perception +13, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing ACTIONS
from nonmagical attacks that aren't silvered Multiattack. Bael makes two melee attacks.
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20
poisoned ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8)
Senses truesight 120 ft., passive Perception 23 necrotic damage.
Languages all, telepathy 120 ft.
Infernal Command. Each ally of Bael's within 60 feet of him
Challenge 19 (22,000 XP)
can't be charmed or frightened until the end of his next turn.
Dreadful. Bael can use a bonus action to appear dreadful until Teleport. Bael magically teleports, along with any equipment he
the start of his next turn. Each creature, other than a devil, that is wearing and carrying, up to 120 feet to an unoccupied space
starts its turn within 10 feet of Bael must succeed on a DC 22 he can see.
Wisdom saving throw or be frightened until the start of the
creature's next turn. LEGENDARY ACTIONS
Innate Spel/casting. Bael's innate spellcasting ability is Cha- Bael can take 3 legendary actions, choosing from the options
risma (spell save DC 21, +13 to hit with spell attacks). He below. Only one legendary action option can be used at a time
can innately cast the following spells, requiring no material and only at the end of another creature's turn. Bael regains
components: spent legendary actions at the start of his turn.
At will: alter self (can become Medium when changing his Attack (Cost 2 Actions). Bael attacks once with his hellish
appearance), animate dead, charm person, detect magic, morningstar.
inflict wounds (as an 8th-level spell), invisibility (self only), Awaken Greed. Bael casts charm person or major image.
major image Infernal Command. Bael uses his Infernal Command action.
3/day each: counterspel/, dispel magic, fly, suggestion, wall of fire Teleport. Bael uses his Teleport action.
1/day each: dominate monster, symbol (stunning only) • •
CHAPT ER 6 I BESTIARY

