BELIAL (Arch-Devil)

Large Outsider (Evil, Lawful)

Hit Dice: 51d8+510 (739 hp)

Initiative: +10 (+6 Dex, +4 Improved Initiative)

Speed: 40 ft, 60 ft (good)

AC: 39 (-1 size, +6 Dex, +24 natural)

Attacks: Huge +5 Military fork of pain +67/+62/+57/+52/+47/+42 melee

Damage: Huge +5 Military fork of pain 2d6+16 and pain

Face/Reach: 5 ft by 5 ft/10 ft (15 ft with fork)

Special Attacks: Spell-like abilities, spells, psionics, fear gaze, summon devils

Special Qualities: Damage reduction 30/+3, SR 31, regeneration 25, devil qualities, see in darkness, telepathy

Saves: Fort +37, Ref +33, Will +37

Abilities: Str 32, Dex 22, Con 30, Int 30, Wis 30, Cha 36

Skills: Balance +57, Bluff +64, Concentration +61, Diplomacy +64, Gather Information +64, Heal +61, Intimidate +61, Knowledge (arcana) +61, Knowledge (Hell’s politics) +61, Knowledge (planes) +61, Knowledge (religion) +61, Listen +61, Move Silently +57, Scry +61, Search +61, Sense Motive +61, Spellcraft +61, Spot +651

Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical (military fork), Improved Initiative, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (military fork), Whirlwind Attack

 

Climate/Terrain: Any land and underground

Organization: Solitary or troupe (Belial plus 2-3 pit fiends)
Challenge Rating:
38

Treasure: Double standard

Alignment: Always lawful evil

Advancement:

 

Great Belial rules Phlegethos, Hell’s fourth plane from his citadel located in the volcanic city of Abriymoch. He is firmly in the camp of Baalzebul, hating Geryon nearly as much as does Moloch. Belial must guard against the machinations of Mammon, so he does not have freedom to act.

   Belial appears as a 10-foot tall handsome humanoid with blue-black skin. His eyes are slanted and red. Belial has no wings.

 

COMBAT

Belial prefers to use his military fork in combat as well as his spells and spell-like abilities.

   Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, and wish; 1/day—meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level).

   Spells: Belial casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 20 + spell level). He has access to the domains of Evil, Law, and War.

   Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level).

   Fear Gaze (Su): 30 feet; Will save (DC 45) or flee in fear for 2d6 rounds.

   Summon Devils (Sp): Three times per day Belial can automatically summon 1d6 osyluths, 1d4 barbazu, or 1d2 hamatula or pit fiends.

   Regeneration (Ex): Belial takes normal damage from holy and blessed weapons of at least +3 enchantment.

   Military Fork of Pain: Huge Martial weapon, reach, 2d6 points of piercing damage, x3 crit (Belial scores a critical hit on a roll of 19-20 due to the Improved Critical feat). Any creature struck must succeed at a Fortitude save (DC 22) or be affected as if by a symbol of pain cast by a 20th-level sorcerer.

   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): Belial can communicate telepathically with any creature within 100 feet that has a language.

 

 

Belial first appeared in the 1e MM II (Gary Gygax, 1983).