Kryx RPGThemesMonsters


Large fiend (devil)
19 (22,000 XP)


Defense note plate
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 9 m.
Senses truesight 35 m., passive Perception 23
Skills Coercion +13, Perception +13, Persuasion +13
Languages all, telepathy 35 m.

Dashing Strike. If the bael uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Dreadful. Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 3 meters of Bael must succeed on a DC 22 Will saving throw or be frightened until the start of the creature’s next turn.

Innate Spellcasting. Bael’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast 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 (as an 8th-level spell), invisibility (self only)

3/day each: counterspell, dispel magic, levitate (augmented to fly), suggestion, wall of fire

1/day each: mind control

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.

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.


Multiattack. Bael makes two attacks.

Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 1.5 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 1.5 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. Each ally of Bael’s within 18 meters of him can’t be charmed or frightened until the end of his next turn.

Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 35 meters to an unoccupied space he can see.

Legendary Actions

The bael can take 3 legendary actions, choosing from the options below. 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 (Cost 2 Actions). Bael attacks once with his hellish morningstar or hellish mace.

Awaken Greed. Bael casts charm person or major image.

Infernal Command. Bael uses his Infernal Command action.

Teleport. Bael uses his Teleport action.