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Bael
- STR
- 24 (+7)
- DEX
- 17 (+3)
- CON
- 20 (+5)
- INT
- 21 (+5)
- WIS
- 24 (+7)
- CHA
- 24 (+7)
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.
If Bael fails a saving throw, he can choose to succeed instead.
Bael have advantage on saving throws against spells and other magical effects.
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.
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
Bael makes two Hellish Morningstar attacks.
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.
Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.
Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Bael uses Spellcasting or Teleport.
Bael uses Infernal Command.
Bael makes one Hellish Morningstar attack.
Find this creature in the encounter builder

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 54 - Licenses and attribution