Aspect of Bel (CR 20)

Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +6(+2 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +33, and Spot +33
Languages: Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.


AC: 39 (-1 size, +2 Dex, +20 natural, +4 armor and/or shield, + 4 deflection), touch 15, flat-footed 37
Hit Dice: 22d8+220 (319 hp); DR: 20/good and silver
Fort +23, Ref +15, Will +21
Speed: 40 ft. and Fly 60 ft. (average)
Space: 10 ft.; Reach 10 ft.
Base Attack +22; Grapple +40
Attack: +3 flaming greatsword +39/+34/+29/+24 and 2 wings +30 each and tail +30
Full Attack: 2 claws each +5 and 2 wings each +30 and bit +30 and tail +30
Damage: +3 flaming greatsword 3d6+24/19-20 plus 1d6 fire, claw 1d6+14, wing 1d6+7, bite 1d8+7 plus poison, tail 1d8+7
Special Attacks/Actions: Dark Speech, summon baatezu
Attack Options: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack, constrict 1d8+21, disease, improved grab, poison (injury, DC 31, 1d6 Con/death)
Abilities: Str 38, Dex 15, Con 30, Int 27, Wis 27, Cha 25
Special Abilities: constrict, disease, fear aura (20 ft., DC 28), improved grab, spell-like abilities, summon baatezu
Special Qualities: Aura fear (20 ft., DC 28); regeneration 5; Immunities: fire, poison; Resist: acid 10, cold 10; SR33
Feats: Awesome Blow, Cleave, Dark Speech, Great Cleave, , Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (greatsword)
Skills: +35, Bluff +32, Climb +39, Concentration, Diplomacy +38, Disguise +16 (+18 acting), Hide +23, Intimidate +34, Jump +39, Knowledge (arcana) +33, Knowledge (nobility and royalty) +24, Knowledge (the planes) +33, Listen +33, Move Silently +27, Search +33, Sense Motive +33, Spellcraft +35, Spot +33, and Survival +8 (+10 on other planes or follow tracks)
Advancement: -
Climate/Terrain: Avernus (1st Layer of Hell)
Organization:
Treasure/Possessions:

Source: Fiendish Codex II

Spell-Like Abilities (CL 19th): At will - dispel magic, greater teleport, hellfire storm, hold person (DC 20), magic circle against chaos, major image (DC 20), unhallow, wall of fire; 1/day - meteor swarm (DC 26), unholy aura.

Possessions: +7 flaming greatsword, ring of protection +4, bracers of armor +4.

Constrict (Ex): Bel deals 1d8+21 points of damage with a successful grapple check, in addition to damage from his tail attack.

Disease (Ex): Devil chills - bite, Fortitude DC 31, incubation period 1d4 days, damage 1d4 Str. The save DC is Constitution-based.

Fear Aura (Su): At the end of each of Bel's turns, creatures within 20 feet of him must succeed on DC 28 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.

A creature that successfully saves cannot be affected by Bel's aura for 24 hours.

Improved Grab (Ex): To use this ability, Bel must hit an opponent of up to Medium size with a tail attack. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Bel. If Bel loses a limb or body part, the lost portion regrows in 1d6 minutes. Bel can reattach the severed member instantly by holding it to the stump.

Summon Baatezu (Sp): Two times per day, Bel can automatically summon three lemures, osyluths, or barbazu, or two erinyes, cornugons, or gelugons. This ability is the equivalent of a 9th-level spell (CL 19th).

Baatezu Subtype

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).

Evil Subtype

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).

Extraplanar Subtype

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.

Lawful Subtype

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).