Aspect of Belial (CR 21)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +10(+6 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +41, and Spot +41
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 43 (+6 Dex, +22 natural, +2 armor and/or shield, + 3 deflection), touch 19, flat-footed 37
Hit Dice: 30d8+210 (345 hp); DR: 20/good and silver
Fort +24, Ref +25, Will +25
Speed: 30 ft. and Fly 60 ft. (perfect)
Space: 5 ft./5 ft. (10 ft. with ranseur)
Base Attack +30; Grapple +38
Attack: Melee +3 fleshgrinding vile ranseur +42/+37/+32/+27 or Melee 2 claws each +38
Damage: +3 fleshgrinding vile ranseur 2d4+15/x3 plus 1 vile [plus extra 2 vile on a critical hit]
Special Attacks/Actions: Dark Speech, summon baatezu
Attack Options: Combat Expertise, Combat Reflexes, Improved Disarm, Quicken Spell-Like Ability (charm monster)
Abilities: Str 27, Dex 23, Con 25, Int 26, Wis 26, Cha 37
Special Abilities: Aura: fear (20 ft., DC 38), spell-like abilities, summon baatezu
Special Qualities: regeneration 5; Immunities: fire, poison; Resist: acid 10, cold 10; SR34
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell-Like Ability (charm monster), Vile Natural Attack (claws), Weapon Focus (ranseur),
Skills: Appraise +28, Balance +21, Bluff +46, Concentration +27, Diplomacy +52, Disguise+31 (+33 acting), Escape Artist +19, Gather Information +46, Hide +26, Intimidate +48, Jump +30, Knowledge (arcana) +28, Knowledge (nobility and royalty) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +41, Move Silently +26, Search +28, Sense Motive +41, Spellcraft +30, Spot +41, Survival +8 (+10 on other planes or to follow tracks), Tumble +41, and Use Rope +6 (+8 bindings)
Climate/Terrain: Phlegethos (4th Layer of Hell)
Fiendish Codex II
Spell-Like Abilities (CL 20th): At will - charm monster (DC 27), deeper darkness, geas/quest, greater dispel magic, greater teleport, locate creature, locate object, major image (DC 26), see invisibility, suggestion (DC 26); 1/day - dominate monster (DC 32)
Possessions +3 fleshgrinding vile ranseur, ring of protection +3, amulet of natural armor +7, bracers of armor +2.
Fear Aura (Su): At the end of each of Belial's turns, creatures within 20 feet of him must succeed on DC 38 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected by Belial's aura for 24 hours.
Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Belial. If Belial loses a limb or body part, the lost portion regrows in 1d6 minutes. Belial can reattach the severed member instantly by holding it to the stump.
Summon Baatezu (Sp): Three times per day, Belial can automatically summon five barbazu, five hamatulas, or one pit fiend. This ability is the equivalent of a 9th-level spell (CL 20th).
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).