Sources
CR
Type
Size
Alignment
Movement

Bael

Large Fiend (devil), Lawful Evil

Armor Class 18 (plate)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
24
+7
DEX
17
+3
CON
20
+5
INT
21
+5
WIS
24
+7
CHA
24
+7
Saving Throws DEX +9, CON +11, INT +11, CHA +13
Skills Intimidation +13, Perception +13, Persuasion +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.
Challenge 19 (22,000 XP)

Traits

Dread. 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.

Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance. Bael have advantage on saving throws against spells and other magical effects.

Regeneration. 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.

Spellcasting

Spellcasting. Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self (can become Medium), charm person, detect magic, invisibility, major image

1/day: dominate monster

3/day each: dispel magic, fly, suggestion, wall of fire

Actions

Multiattack. Bael makes two Hellish Morningstar attacks.

Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit:16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Infernal Command. Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.

Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Fiendish Magic. Bael uses Spellcasting or Teleport.

Infernal Command. Bael uses Infernal Command.

Attack (Costs 2 Actions). Bael makes one Hellish Morningstar attack.

Lore

With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal…