Kryx RPGThemesCreatures
Bael

Bael

Large fiend (devil)
Challenge
19

STR
7
DEX
3
CON
5
INT
5
WIS
7
CHA
7

189
18d10+90
21
Soak
3
Fort
+11
Ref
+11
Will
+13
Defense note plate
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 5 m.
Skills Coercion +13 (24), Divinity +13 (24), Insight +7 (18), Perception +13 (24), Persuasion +13 (24)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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

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

Magic Weapons. Bael’s weapon attacks are magical.

Maneuvers. The bael uses maneuvers (maneuver save DC 21). It has 27 stamina dice which are d8s, a dice limit of 6, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: debilitating crush, disorient, hammer spin, hammer through, hammering blow, impale, knockback, spring attack

Regeneration. Bael regains 20 health 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 health and doesn’t regenerate.

Spellcasting. The bael uses Divinity (Cha) to cast spells (spell save DC 21, +13 to hit with spell attacks). It has 9 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing his appearance), animate dead, charm creature, detect magic, image (augmented to major image), inflict wounds, inflict wounds, invisibility (self only), teleport (augmented to 3 mana)

1 mana: dampen spell, levitate

2 mana: dispel magic, mind control, suggestion, wall of fire

3 mana: symbol of stunning

Actions (3)

Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 16 (2d8 + 7) piercing damage, or 18 (2d10 + 7) piercing damage if used with two hands, plus 13 (3d8) necrotic damage.

Hellish Mace. Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 14 (2d6 + 7) bludgeoning damage, or 16 (2d8 + 7) bludgeoning damage if used with two hands, plus 13 (3d8) necrotic damage.

Infernal Command (1/turn). Each ally of Bael’s within 10 meters of him can’t be charmed or frightened until the end of his next turn.

Dreadful (1/turn). Bael can appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 2 meters of Bael must succeed on a DC 21 Will saving throw or be frightened until the start of the creature’s next turn.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The bael regains spent legendary actions at the start of its turn.

Attack. Bael attacks once with his hellish morningstar or hellish mace.

Awaken Greed. Bael casts charm creature or image augmented to major image.

Infernal Command. Bael uses his Infernal Command action.

Teleport. Bael casts teleport augmented to 3 mana.

mtof

Maneuvers

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a melee weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.