Bael (Duke of Hell) (CR 17)
AC: 40 (-1 size, +3 Dex, +8 chain mail, +20 natural), touch 12, flat-footed 37
Hit Dice: 35d8+420 (577 hp); DR: 25/good and magic
Fort +30, Ref +22, Will +28
Speed: 40 ft.
Space: 5 ft./10 ft. (15-20 ft. with +3 telescoping morning star)
Base Attack +35; Grapple +35
Attack: +3 telescoping morningstar +43/+38/+33/+28/+23 melee
Full Attack: +3 telescoping morningstar +43/+38/+33/+28/+23 melee
Damage: +3 telescoping morningstar 1d8+11
Special Attacks/Actions: Spell-like abilities, psionics, fear aura, summon devils
Abilities: Str 27, Dex 17, Con 33, Int 28, Wis 28, Cha 26
Special Qualities: SR 29, devil qualities, see in darkness, regeneration 15
Feats: Blind-fight; Cleave; Combat Casting; Great Cleave; Improved Critical (morningstar); Improved Initiative; Power Attack; Improved Sunder; Weapon Focus (morningstar)
Skills: Bluff +38, Climb +40, Concentration +47, Craft (weaponsmith) +33, Diplomacy +33, Disguise +37, Escape Artist +31, Intimidate +38, Knowledge (arcana) +33, Knowledge (engineering) +34, Knowledge (nobility) +31, Knowledge (planes) +31, Knowledge (religion) +29, Listen +34, Move Silently +25, Search +44, Sense Motive +44, Spellcraft +44, and Spot +39
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (2-5 cornugons and 4-8 hamatulas)
Treasure/Possessions: Standard plus +3 chainmail and +3 telescoping morningstar
Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, inflict serious wounds, magic circle against good, major image, produce flame, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wind walk; 2/day -- shapechange; 1/day -- meteor swarm (any), symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level).
Psionics (Sp): At will -- astral projection, charm monster, detect evil, detect law, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level).
Fear Aura (Su): As a free action, Bael can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-level sorcerer (save DC 35). If the save is successful, that creature cannot be affected by Bael's fear aura for one day.
Summon Devils (Sp): Three times per day, Bael can automatically summon three lemures, hamatulas, or barbazu, or two erinyes, osyluths or cornugons, or one pit fiend.
Regeneration (Ex): Bael takes normal damage from holy and blessed weapons of at least +3 enchantment.
Telescoping Morningstar: As a standard +3 morningstar, but handle can extend and retract from 4-8 feet in length as a free action.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Bael can communicate telepathically with any creature within 100 feet that has a language.
Bael first appeared in Dragon #75 (Gary Gygax, 1983).
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).