Bael, Duke of Hell

The Serge

First Post
Here's Bael, a classic Duke of Hell. I used a template of my design to create him and I'm pleased with how he came out. He's clearly very powerful, clearly an epic-level threat, and clearly more along the lines of power I think the Dukes of Hell should be. Any suggestions or questions about him are welcome.

Any CR suggestions/recalculations are welcome!

BAEL, Duke of Hell, Vassal of Mammon, Lord of the Third
Duke of Hell Fighter 15 CR 45; Huge Outsider (Devil); HD 34d8+238 and 15d10+105; hp 765; Init +5; Spd 70 ft., fly 90 ft.; AC 55, touch 20, flat-footed 54; Atk +56/+51/+46/+41 melee (2d6+25+ 2d6 (lawful) + 3d6 and 1 negative level (unholy) /19-20/x2+2d6 (lawful) + 6d6 (unholy) + 2d6+death Fort DC 30 Bael's Morningstar, a +6 lawful, unholy power morningstar), or +36/+31/+26/+21 ranged (ranged attack or spell); Face/Reach 10 ft. by 10 ft./15 ft. (up to 20 ft. with Bael's Morningstar); SA fear aura, spell-like abilities, call baatezu; SQ Diabolical Rage, Duke of Hell, DR 40/+6, regeneration 10, SR 55; AL LE; SV Fort +35, Ref +26, Will +33; Str 36, Dex 15, Con 25, Int 26, Wis 24, Chr 22. 18? tall
Skills and Feats: Animal Empathy (bovine) +27, Balance +24, Bluff +48, Climb +59, Concentration +33, Craft (armorsmith) +41, Craft (weaponsmith) +41, Diplomacy +37, Disguise +26, Handle Nightmare +24, Hide -2, Intimidate +45, Jump +28, Knowledge (Arcana) +32, Knowledge (Hellish Politics) +33, Knowledge (war and strategy) +33, Listen +35, Move Silently +18, Ride +41, Search +23, Spellcraft +24, Spot +23, Cleave, Combat Reflexes, Epic Weapon Focus (morningstar), Epic Weapon Specialization (morningstar), Expertise, Great Cleave, Improved Bullrush, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Mobility, Mounted Combat, Overwhelming Critical (morningstar), Penetrate Damage Reduction, Power Attack, Quick Draw, Ride-by Attack, Spellcasting Harrier, Weapon Focus (morningstar), Weapon Specialization (morningstar).
Duke of Hell Qualities: Immune to fire and poison; acid and cold resistance 20; see in darkness, even that created by deeper darkness spells; telepathic communication with any creature within 100 feet; immunity to polymorphing, petrification, or any other attack to alter his form; not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects.
Spell-Like Abilities: At will -- animate dead, blasphemy, charm person, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, dispel magic, fireball, flamestrike, hold person, improved invisibility, magic circle against good, major image, mirage arcana, permanent image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error (self plus 500 pounds of objects only), unholy aura, unholy blight, unhallow, and wall of fire; 6/day -- symbol (any); 3/day -- destruction, meteor swarm (any); 1/week ? wish. These abilities are as spells cast by a 40th level sorcerer (save DC 16 + spell level).
Fear Aura (Su): As a free action, Bael can create an aura of fear in a 20-radius. It is otherwise identical with fear cast by a 40th level sorcerer (save DC 20). If the save is successful, that creature cannot be affected again by Bael?s fear aura for one day. Other baatezu are immune to the aura.
Call Baatezu (Sp): Three times per day, Bael can automatically call 12 Lemures, 6 Osyluths or Barbazu, 4 Erinyes or Hamatula, 2 Cornugons or Gelugons, or 1 Pit Fiend. Since these Devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Typically, Bael will call one Pit Fiend, then two squads of Barbazu Devils.
Diabolical Rage (Ex): Once per day, Bael can fall under a Diabolical Rage. Very similar to Barbarian Rage, Diabolical Rage affords Bael +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will Saves. Bael gains an additional 68 hit points while raging and gains an additional partial attack action. He suffers a -2 penalty to his AC. Unfortunately for his foes, while Bael cannot perform any task requiring patience or concentration, he still can cast the following spell-like abilities: fireball, flamestrike, destruction, meteor swarm (any), unholy aura and unholy blight. Bael's Diabolical Rage lasts for 13 rounds, although he can end it as a free action.
Incite Frenzy (Su): 3/day, Bael may Incite Frenzy. Although he is a Courtier of Perdition, sworn to uphold the terrible majesty of Hell, Bael may reveal the chaos within the heart of all lesser creatures. Bael may Incite Frenzy to all in a 20-foot radius up to 100 feet away. Those who fail a Will save DC 22 against this mind-affecting compulsion seem to gain the benefits of Barbarian Rage (with whose bonuses they do not stack), receiving a +3 moral bonus to Strength and Constitution, and a -1 penalty to AC; furthermore, targets are compelled to attack anyone in their line of sight as if affected by a confusion spell. However, the target suffers a -2 profane penalty to Will saves while under this effect. The effect last for 20 rounds, after which the victims are fatigued, suffering -3 penalties to Strength and Dexterity, cannot run or charge for a duration equal to the time under the effect.
Regeneration (Ex): Bael takes normal damage from holy and blessed weapons of at least +6 enchantment.
Bael's Morningstar: This magical, bronze morningstar of archaic and elaborate design is Bael?s signature weapon. Given to him by Mammon, Viscount and Lord of the Third Hell, this morningstar functions as a +6 lawful, unholy power morningstar. It also has the ability to magically lengthen at Bael's command (this is a free action and does not require that Bael say anything), granting him additional reach. Unknown to Bael, this morningstar also allows the greedy Lord of the Third to hear the wielder on occasion; as a result, Mammon is well aware of Bael's desire to eventually overthrow him, a notion that amuses the Viscount to no end.
Possessions: Bael's Morningstar, Bael's Breastplate. As a Duke of Hell and one of the most powerful Courtiers of Perdition in Minauros, the Third Hell, Bael has access to three times the treasure for his CR. He rarely bothers with it, preferring to spend his time plotting to overthrow Mammon or battling Demons and powerful mortals trapped in Hell.

Like all Courtiers of Perdition, Bael's true name is known only to Asmodeus, the King of Hell. Named after a relatively benign agricultural god of a small Prime Material world, Bael has done an excellent job as one of Mammon's chief vassals, using the need for more land and agricultural space as a means to promote both greed (Mammon's favorite subject) and violence (Bael's favorite subject). Well known on a few Prime worlds, Bael is also very involved in planar politics, having battled the Demons of The Abyss and the Celestials of the Upper Planes numerous times. He has made as many allies as enemies, and hopes to one day use these, and other resources, to crush other noble rivals in Minauros and replace Mammon as the Lord of the Third.
 

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