Actions/Abilities/Traits: (D&D 5e)
Action
Fear Touch
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) psychic damage and the target must succeed on a DC 19 Wisdom saving throw or be frightened of Baaphel for one hour. A creature who saves against this effect is immune to it for 24 hours.
Action
Hell Reaper
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) slashing damage. Baaphel scores a critical hit with Hell Reaper when he rolls a 19 or 20.
Action
Multiattack
Baaphel makes one Hell Reaper attack and two Fear Touch attacks.
Legendary Action
Devil Touched
Baaphel makes a Fear Touch attack.
Legendary Action
Fiendish Recovery (costs 2 actions)
Baaphel recovers 50 hit points and ends one condition affecting him.
Legendary Action
Reap the Souls
Baaphel makes two Hell Reaper attacks, scoring a critical hit on an 18, 19, or 20.
Legendary Action
Wing Buffet (costs 2 actions)
Baaphel buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Baaphel.
Special
1/day each
flesh to stone, symbol
Special
At will
bane, charm monster, detect evil and good, dispel magic, fire shield, invisibility, magic circle, suggestion, teleport (self only), tongues
Special
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Special
Innate Spellcasting
Baaphel's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:
Special
Legendary Resistance (3/day)
If Baaphel fails a saving throw, he can choose to succeed instead.
Special
Magic Resistance
Baaphel has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
Baaphel's weapon attacks are magical.
Special
Regeneration
Baaphel regains 10 hit points at the start of his turn. If Baaphel takes damage from a silvered weapon, this trait doesn't function at the start of Baaphel's next turn. Baaphel is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.