Bel

Baldur's Gate: Descent Into Avernus p. 115

Tamaño
Grande
Tipo
fiend (devil)
Alineamiento
legal malvado
CA
19 (natural armor)
Puntos de golpe
364 (27d10+216)
Velocidad
walk 30 ft., fly 60 ft.
Salvaciones
Dex +10, Con +16, Wis +12
Habilidades
Arcana +15, Deception +16, Insight +12, Persuasion +16
Resistencias
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Inmunidades
fire, poison
Inmunidad a estados
poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
14
Idiomas
Common, Infernal, telepathy 120 ft.
Desafío
25
FUE
28
+9
DES
14
+2
CON
26
+8
INT
25
+7
SAB
19
+4
CAR
26
+8

Rasgos

Fear Aura

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

Legendary Resistance (3/Day)

If Bel fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

Bel has advantage on saving throws against spells and other magical effects.

Magic Weapons

Bel's weapon attacks are magical.

Innate Spellcasting

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

  • At will: detect magic, fireball
  • 3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
  • 1/day each: imprisonment, meteor swarm

Acciones

Multiattack

Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

Acciones legendarias

Legendary Actions (3/Turn)

The fiend (devil) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn.

recharge

3/TURN

Fireball

Bel casts fireball.

Tactical Edge (Costs 2 Actions)

Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Summon Ice Devil (Costs 3 Actions)

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.

Conjuros

detect magic, fireball, dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire, imprisonment, meteor swarm

Otros datos

description

From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.

Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.