BEL, LORD OF THE FIRST

from Book of Vile Darkness

belLarge Outsider (Evil, Lawful)

Hit Dice: 26d8+286 (403 hp)

Initiative: +7

Speed; 40ft., fly 5O ft. (average)

AC: 42 (-1 size, +3 Dex, +5 deflection, +15 insight, +20 natural), touch 22, flat-footed 39

Attacks: Huge 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 /l9-20 plus 1d6 fire plus 1 vile, wing ld4+7, bite 2d6+7 plus poison plus disease, tail slap 2d4+7

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Constrict 2d4+22, disease, fear aura, improved grab, poison, spell-like abilities

Special Qualities: Baatezu traits, DR 3O/+5, outsider traits, regeneration 7, SR 30, summon Baatezu

Saves: Fort+26, Ref+18, Will+23

Abilities: Str 40, Dex 16, Car, 32, lnt 27, Wis 27, Cha 25

Skills: Bluff+33, Climb +41, Concentration +37, Craft (weaponsmithing) +21, Diplomacy +15, Disguise +33,

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

Feats: Cleave, Dark Speech, Creat Cleave, Improved Initiative, Power Attack, Vile Martial Strike (greatsword), Weapon Focus (greatsword)

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 20

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -

 

Bel is one of the newer lords, of the Nine Hells, currently the ruler of Avernus, the first layer. He is the only archdevil who spends more of his time worrying about the Blood War than hell's own politics. Although he rose through the rank based on his own skill and power (and victories over the demons), the former pit fiend enjoys the support of none of the other lords of hell. Bel is, however, held in high favor among the Dark Eight, and that is not a bit of influence to be overlooked.

It is thought that Zariel, the former ruler of Avernus, is still kept within Bel's Bronze Citadel, where Bel draws off her power to extend his own.

Bel resembles a pit fiend with vast bat wings. His fangs drip with green liquid, and red scales cover his hulking body. His sword blade has a jagged edge and glows with heat. The symbol of Bel is fanged mouth biting down on a sword's blade.

Combat

Bel is an expert tactician and does not fight a battle that is not on his terms. He loves ambushes and doublecrosses, feints and counterfeints. In personal combat, he relies or his Huge oddly curved greatsword.

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 contact 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 in Chapter 3 of the DMG).

Fear Aura (Su): As a free action, Bel can create an aura of fear in 20-foot radius. It is otherwise identical with the fear spell (caster level I5th; Will DC 3O). 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 opponent with a tail slap attack, he deals normal damage and attempts to start grapple as a free action without provoking an attack of opportunity (grapple bonus +45). If he hits with a 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 deals 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 - ani mate 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, polymorph self, pyrotechnics, suggestion, teleport without error, unholy aura, unhallow, wall of fire; 1/day - meteor swarm, symbol (any0, 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 the deeper darkness spell. Bel is immune to fire and poisin, and he has acid resistance 20 and cold resistance 20.

Outsider Trails: 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 authomatically summon 3 lemures, osyluths, or barbazu, or 2 erinyes, cornugons or gelugons.

Posessions: Bel uses a Huge +3 flaming greatsword that gains a +5 enchancement bonus on attack and damage rolls. 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.

The goals of Bel

Among tne archdevils of hell, Bel is often called the Pretender. It is thought that Asmodeus allowed his coup only because it meant one less scheming lord. Bel would be so busy fighting the demons, the rumor says, that he could not scheme against his betters, and most important, his patron.

Bel simply wants to secure his position. He has made overtures to ally himself with Baalzebul and Mephistopheles, but they have rebuffed him. His acts of treachery against the old lord of Avernus, Zariel, are too fresh in their minds.

The Servants of Bel

Bel, a military commander, is always surrounded by other powerful and warlike devils. In particular, he has two cornugon fighters, Yeddikadir and Nalebranc, who strike fear even in devils that are supposedly more powerful, Yeddikadir is secretly also in the service of Belial, but only to keep an eye on Bel, not to betray him at least not yet.

Yeddikadir and Nalebranc (2): Male cornugon Ftr. 8; CR 18; Large outsider (evil lawful); HD 11d8+44 plus 8d10+32; hp 175; Init +2; Spd 20 ft., fly 50 ft. (average); AC 33, touch 13, flat-footed 31; Atk +24 melee (ld4+6, 2 claws) and +23 melee (ld4+3, bite) and +23 melee (ld3+3 plus wounding, tail), or +27/+22/+17/+12 melee ld6+10 plus 1 vile plus stun, +2 whip) and +23 melee (1d4+3, bite) and +23 melee (ld3+3 plus wounding, tail); Face/Reach 10 ft. by 10 ft./15 ft.; SA fear aura, spell-like abilities, stun, wound; SQ baatezu qualities, DR 20/+2, outsider traits, regeneration 5, SR 24, summon baatezu; AL LE; SV Fort +17, Ref +11, Will +11; Str 22, Dex 14, Con 19, Int 14, Wis 14, Cha 15.

Skills and Feats: Bluff+ 16, Climb +21, Concentration +16, Diplomacy +6, Hide +11, Intimidate +4, Jump +10, Listen +14, Move Silently +17, Search +16, Sense Motive +16, Spot +16; Cleave, Dodge, Exotic Weapon Proficiency (whip), Multiattack, Power Arrack, Sunder, Vile Martial Strike (whip), Violate Spell-Like Ability, Weapon Focus (bite), Weapon Focus (tail), Weapon Focus (whip), Weapon Specialization (whip).

Fear Aura (Su): As a free action, each of these cornugons can create an aura of fear in a 5-foot radius. This effect is otherwise identical with a fear spell (caster level 12th; save DC 17). If the save is successful, that creature cannot be affected again by that cornugon's fear aura for 24 hours. Other baatezu are immune to the aura.

Spell-Like Abilities: At will-animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnic,) suggestion, teleport without error (self plus 50 pounds of objects only); 3/day-fireball, lightning bolt; 1/day-wall of fire. Caster level 12th; save DC 12 + spell level

Stun (Su): Whenever Yeddikadir or Nalebranc hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for ld4 rounds.

Wounding (Ex): A wound resulting from Yeddikadir's or Nalebranc's tail attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).

Baatezu Traits: Yeddikadir and Nalebranc can communicate telepathically with any creature within 100 feet that has a language In addition, they can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Yeddikadir and Nalebranc are immune to fire and poison, and they have acid resistance 20 and cold resistance 20.

Outsider Traits: Yeddikadir and Nalebranc cannot be raised or resurrected.

Regeneration (Ex): Yeddikadir and Nalebranc take normal damage from acid, and from holy and blessed weapons of at least +2 enhancement.

Summon Baatezu (Sp): Once per day, a cornugon can attempt to summon 2d10 lemures or ld6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or 1 cornugon with a 20% chance of success.

Passessions:+2 whip, +3 large steel shield, ring of protection +2, 2 potions of bull's strength.