Bel, Lord of the First (CR 20)
Large Outsider (Evil and Lawful)
Alignment: Lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +34 and Spot +34
Languages: Telepathy 100 ft.
AC: 42 (-1 size, +3 Dex, +5 deflection, +15 insight, +20 natural), touch 22, flat-footed 39
Hit Dice: 26d8+286 (403 hp); DR: 20/good and silver
Fort +26, Ref +18, Will +23
Speed: 40 ft., fly 60 ft. (average)
Space: 5 ft./10 ft.
Base Attack +26; Grapple +27
Attack: Huge +3 flaming greatsword +44 melee and 2 wings +35 melee and bite +35 melee and tail slap +35 melee
Full Attack: Huge +3 flaming greatsword +44/+39/+34/+29 melee and 2 wings +35 melee and bite +35 melee and tail slap +35 melee
Damage: Huge +3 flaming greatsword 2d8+25/19-20 plus 1d6 fire plus 1 vile, wing 1d4+7, bite 2d6+7 plus poison plus disease, tail slap 2d4+7
Special Attacks/Actions: Constrict 2d4+22, disease, fear aura, improved grab, poison, spell-like abilities
Abilities: Str 40, Dex 16, Con 32, Int 27, Wis 27, Cha 25
Special Qualities: Baatezu traits, outsider traits, regeneration 7, SR 30, summon baatezu
Feats: Cleave; Dark Speech; Great Cleave; Improved Initiative; Power Attack; Vile Martial Strike (greatsword); Weapon Focus (greatsword)
Skills: Bluff +33, Climb +41, Concentration +37, Craft (weaponsmithing) +21, Diplomacy +15, Disguise +33, Hide +25, Intimidate +37, Jump +41, Knowledge (arcana) +34, Knowledge (nobility and royalty) +21, Knowledge (the planes) +21, Listen +34, Move Silently +29, Search +34, Sense Motive +34, Spellcraft +34, Spot +34, and Survival +21
Climate/Terrain: Any land and underground
Treasure: Quadruple standard
Book of Vile Darkness
Constrict (Ex): With a successful grapple check, Bel can crush a grabbed opponent, dealing 2d4+22 points of bludgeoning damage.
Disease (Ex): Even if a creature Bel has bitten saves against his poison, it must succeed at a Fortitude save (DC 34) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in a row to recover (see Disease).
Fear Aura (Su): As a free action, Bel can create an aura of fear in a 20-foot radius. It is otherwise identical with the fear spell (caster level 15th; Will DC 30). If the save is successful that creature cannot be affected again by Bel's fear aura for 24 hours. Other baatezu are immune to the aura.
Improved Grab (Ex): If Bel hits a Medium-size or smaller opponent with a tail slap attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +45). if he hits with the tail slap, he can also constrict in the same round. Bel has the option to conduct the grapple normally, or simply use his tail to hold the opponent (--20 penalty on grapple check, but Bel is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals tail slap damage.
Poison (Ex): Bel delivers his poison (Fort save DC 34) with each successful bite attack. The initial damage is 1d6 points of Constitution damage; the secondary damage is death.
Spell-like Abilities: At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hellfire, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, suggestion, teleport without error, unholy aura, unhallow, wall of fire; 1/day - meteor swarm, symbol (any), wish. Caster level 19th; save DC 17 + spell level.
Baatezu Traits: Bel can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Bel is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.
Outsider Traits: Bel cannot be raised or resurrected.
Regeneration (Ex): Bel takes normal damage from holy and blessed weapons of at least +3 enhancement.
Summon Baatezu (Sp): Twice per day Bel can automatically summon 3 lemures, osyluths, or barbazu, or 2 erinyes, cornugons, or gelugons.
Possessions: Bel uses a Huge +3 flaming greatsword that gains a +5 enhancement bonus on attack and damage rolls when used against demons. This is a Blood War legacy, and he has killed literally thousands of demons with it. He is also never without a ring of protection +5.
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 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).