BEL, Warlord, Arch-Devil, and Lord of the First
Lord of the Nine (Arch-Devil) Fighter 30 CR 55; Huge Outsider (Devil); HD 39d8+351 and 30d10+270; hp 1233; Init +12; Spd 70 ft., fly 200 ft. (perfect); AC 58, touch 24, flat-footed 46; Atk +80/+75/+70/+65 melee (2d8+29+3d6 (lawful) +1d6 (fire)/17-20/x2+1d6+death (Fort DC 42)+6d6 (lawful)+1d10 (fire) Abyssbane, a +6 demon-dread flaming burst lawful-power greatsword), or +67/+62/+57/+52 ranged (Hell’s Fire, ranged touch attack or spell), or +56/+56/+48/+48/+51/+48 (1d8+17 2 claws, 1d6+8 2 wings, 2d8+8 1 bite and poison plus disease, 2d6+8 tail slap); Face/Reach 10 ft. by 10 ft./15 ft.; SA Hell's Fire, Hellish Aura, spell-like abilities, call baatezu, improved grab, constrict 2d6+25, Fires of Avernus; SQ Lord of the Nine traits, Arch-Devil qualities, Infernal Majesty (Divine Rank 7), Might of Hell, Infernal Master of Arms, Infernal Tactician; DR 45/+5, fast healing 20, regeneration 9, SR 65; AL LE; SV Fort +46, Ref +40, Will +45; Str 44, Dex 19, Con 29, Int 28, Wis 26, Chr 29. 18’ tall
Skills and Feats: Balance +23, Bluff +64, Climb +57, Concentration +64, Craft (armorsmith) +29, Craft (blacksmith) +29, Craft (weaponsmith) +59, Diplomacy +31, Disguise +23, Escape Artist +33, Handle Animal (nightmare) +37, Hide +23, Intimidate +67, Jump +59, Knowledge (Arcana) +54, Knowledge (Demons) +19, Knowledge (Hellish Politics) +48, Knowledge (The Planes) +39, Knowledge (War) +58, Listen +24, Move Silently +20, Ride +27, Scry +34, Search +25, Sense Motive +45, Spellcraft +35, Spot +24. Cleave, Combat Reflex, Devastating Critical (greatsword), Dire Charge, Dodge, Epic Leadership, Epic Weapon Focus (bite), Epic Weapon Focus (claws), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Expertise, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Combat Reflex, Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Improved Whirlwind Attack, Iron Will, Leadership, Legendary Commander, Mobility, Mounted Combat, Overwhelming Critical (greatsword), Penetrate Damage Reduction, Power Attack, Quicken Spell-like Ability, Spellcasting Harrier, Spring Attack, Sunder, Superior Initiative, Weapon Focus (Bite), Weapon Focus (Claws), Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack.
Hellish Aura (Ex): Bel's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 900 feet of Bel must succeed in a Will save DC 42. Those who succumb to Bel's evil suffer one of the two following effects as determined by the Lord of the First (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Bel. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. Bel's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Bel can make his servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Bel dismisses it.
Beings of Lesser god or greater divine status are immune to Bel's Hellish Aura.
Hell's Fire (Su): Bel may use Hell's Fire 12/day, a five-foot wide line of diabolical energy dealing 12d12 points of damage, up to 1200 feet away. Bel's Hell's Fire appears like a blast of red and orange flames that detonate with a thunderous explosion, causing an additional 6d12 points of sonic and 6d12 points of fire damage to all within ten feet of the impact. Hell's Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatic per blast. Walls of force are not affected by Hell's Fire.
The Might of Hell (Su): Bel's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Bel may unhallow an area equal to 1170 feet.
Although Bel detests the forces of righteousness, he also fears them. As a result, he finds it difficult to enter any hallowed site. If Bel attempts to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god’s Charisma modifier (if this is unknown, assume a +9); Bel cannot use his spell resistance to overcome this effect. If Bel succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Bel breaches holy ground, the god in question is immediately alerted to the Lord of the First’s presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will – animate dead, blade barrier, blasphemy, charm person, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dispel magic, divine power, dominate monster, fireball, flamestrike, greater dispelling, hold person, improved invisibility, magic circle against chaos, magic circle against good, magic vestment, magic weapon, major image, mirage arcana, persistent image, produce flame, polymorph self, power word (blind), power word (kill), power word (stun), pyrotechnics, spiritual weapon, suggestion, symbol (any), teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight, wall of fire. 6/day – destruction, fire storm, meteor swarm. 3/day – damnation, hellball. 1/day – wish. Caster level 45th; save DC 19 + spell level. Bel also casts spells from the War Domain; these are included in the list above.
Call Baatezu (Sp): As a move equivalent action, Bel can call Baatezu. Bel may call, up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Of all the Lords of the Nine, Bel is the most likely to single-handedly fight intruders, enemies, and any other being who attracts his attention… particularly Demons. However, he is no fool and will always call squad of Red Abishai to observe such fights. As soon as matters appear to turn against Bel, these Abishai are expected to summon additional reinforcements while Bel calls in a few Cornugons. Only if sorely opposed or gravely wounded will Bel call Gelugons or Pit Fiends before retreating for safer territory to recuperate.
Regeneration (Ex): Bel takes normal damage from holy and blessed weapons of at least +6 enchantment.
Arch-Devil Qualities: Bel is immune to fire and poison; he possesses cold and acid resistance 20; he can see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet. Bel benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain and he is immune to mind-affecting effects. Bel is also immune to death effects if the attacker has fewer HD/class levels than his CR or has a divine status less than that of a Lesser god. Bel is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Bel can also sense anything within one mile around the mentioning of his name, title or an item of importance to him.
Bel is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe
Infernal Majesty (Ex): As the Lord of the First, Bel has a status equivalent to that of the gods. While in Avernus (and anywhere else on Hell that Asmodeus allows), Bel functions as a Lesser god with a divine rank of 7. Refer to Deities and Demigods for information on benefits Bel receives.
Poison (Ex): Bite, Fortitude save (DC 38); initial damage 1d8 temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against Bel’s poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d2 days, damage 1d6 points of temporary Strength).
Improved Grab (Ex): To use this ability, Bel must hit a Large or smaller opponent with his tail slap attack. If he gets hold, Bel can constrict.
Constrict (Ex): Bel deals 2d6+26 points of damage with a successful grapple check against Large or smaller creatures.
Fires of Avernus (Su): Three times per day, Bel can generate an intensified delayed blast fireball as a free action anywhere in Avernus as if he were a 25th level sorcerer.
Infernal Master of Arms (Ex): Although he does not have any actual caster levels, Bel is capable of creating powerful magical arms and armor as if he had the feat. Bel can create any magical weapon or armor as if he were a 21st level caster, paying the required costs and time during the creation. He can create any item listed in the Dungeon Master's Guide.
Infernal Tactician (Ex): By observing the actions of his enemies, Bel can determine the best means to defeat them in an effecient, brutal fashion. After being engaged in combat for six rounds against any opponent, Bel receives a +3 circumstance bonus to his AC, +3 circumstance bonus to his attacks, a +3 circumstance bonus to his Initiative, a +3 circumstance bonus to his saves, and a +3 circumstance bonus to his SR. This lasts as long as Bel remains in combat with the foe or foes that initiated the benefit. If Bel and his adversary/adversaries are separated for more than six rounds, the benefit of this ability is eliminated until another six rounds of combat ensues again.
Abyssbane: This powerful artifact is dreaded by all Demons and has killed hundreds of thousands, if not millions, in the years Bel fought against the Abyssal hordes. Abyssbane appears as a simple single shaft of dark gray iron with a simple cross-guard and hilt. The blade itself has terrible Infernal runes in the bloodgrove, and it is constanly wreathed in orange flames. A gift from Asmodeus from Bel’s triple treachery ploy against the hordes of The Abyss years ago, it cannot be touched by anyone save Bel or someone with Bel's (or Asmodeus') permission. Those that touch it are struck dead if they fail a Fortitude DC 38, survivors suffer three negative levels so long as they wield Abyssbane.
Possessions: Bel always carries Abyssbane and wears +8 bracers of armor. As the Lord of the First and the commander of the largest armies in Hell outside of those commanded by the Dark Eight, Bel has access to every weapon listed in the Players' Handbook and any weapon with +5 enhancement. He can also access most medium or minor magic items in short order.
The Pit Fiend, Bel. There are few success stories in Hell more profound or fantastic than the meteoric rise to power as that accomplished by the current Lord of the First. Bel, the most highly decorated Devil general in the Blood War, the pride of the Dark Eight, and the only Pit Fiend in countless millennia to actually turn down an invitation to join the coven of diabolical generals. His "sacrifice" was clearly one that paved his way for his current position.
For as long as most immortals can remember, Bel was the chief general leading the armies of Devils against the hordes of Demons in the Blood War. Unlike most Devils integrally involved with the Blood War, Bel was also an important member of the court of the original Lord of the First, a Devil commonly known as Zariel or Zavebe (although many rumors insist that Tiamat was the original ruler of Avernus). As the beachhead of any Abyssal invasion into Hell, Zariel always concerned herself with the Blood War to a degree beyond that of the other Lords of the Nine. And, as such, Zariel knew how important it was to recognize Bel's accomplishments in the war and his status and power among Devils. In short order, Bel became Zariel's greatest Duke and a trusted ally, even going as far as defending her after The Reckoning. However, this apparent loyalty was simply a ploy to erase any remaining vestiges of doubt in Zariel’s mind about Bel's loyalties.
To this day only Asmodeus himself knows precisely how Bel imprisoned Zariel and stole her power. Since this event hundreds of years ago, Bel has slowly consolidated his power while maintaining an active campaign against the hordes of The Abyss, causing many to remain ignorant of his status as the new Lord of the First until relatively recently.
In the politics among the Lords of the Nine, Bel is neither trusted or admired (at least not openly). Dispater, his neighbor, views him as a lucky simpleton and generally ignores his overtures for an alliance; the Iron Duke refers to him as the Pretender, a nickname that has reached the lips of all throughout Hell. Likewise, both Baalzebul and Mephistopheles have rebuffed Bel's offers of friendship, knowing full well how crafty this former Pit Fiend can be. Indeed, Bel's only ally among the Lords is the Dark Lord of Nessus himself. Asmodeus is very pleased with Bel, as he has one less established Lord to deal with; furthermore, Bel continues to spend much of his time in the Blood War, further diluting any potential threat he may pose to the status quo in Hell. In addition, Bel is still beholden to his responsibilities to the Dark Eight by order of Asmodeus himself. Still, Bel has now reached the point in which his control of Avernus is all but solidified. He has also established partnerships with the Queen of Dragons, Tiamat, allowing him unfettered access to her Abishai. It is only a matter of time before Bel's status as Lord of the First is final and immoveable. What happens thereafter for the star of Hell remains to be seen.
Until recently, Bel appeared as a tremendously huge Pit Fiend wearing elaborate bracers of armor, often astride a gargantuan nightmare, wielding his huge sword, Abyssbane. In the past few decades, as the mantle of Lordship has settled on him, while still huge and of the general build, wings, and hooved feet of a Pit Fiend, his face has taken on a more humanoid appearance, and his scales have become the color of burnt ash. He has also taken to wearing finely designed leather kilts.
Lord of the Nine (Arch-Devil) Fighter 30 CR 55; Huge Outsider (Devil); HD 39d8+351 and 30d10+270; hp 1233; Init +12; Spd 70 ft., fly 200 ft. (perfect); AC 58, touch 24, flat-footed 46; Atk +80/+75/+70/+65 melee (2d8+29+3d6 (lawful) +1d6 (fire)/17-20/x2+1d6+death (Fort DC 42)+6d6 (lawful)+1d10 (fire) Abyssbane, a +6 demon-dread flaming burst lawful-power greatsword), or +67/+62/+57/+52 ranged (Hell’s Fire, ranged touch attack or spell), or +56/+56/+48/+48/+51/+48 (1d8+17 2 claws, 1d6+8 2 wings, 2d8+8 1 bite and poison plus disease, 2d6+8 tail slap); Face/Reach 10 ft. by 10 ft./15 ft.; SA Hell's Fire, Hellish Aura, spell-like abilities, call baatezu, improved grab, constrict 2d6+25, Fires of Avernus; SQ Lord of the Nine traits, Arch-Devil qualities, Infernal Majesty (Divine Rank 7), Might of Hell, Infernal Master of Arms, Infernal Tactician; DR 45/+5, fast healing 20, regeneration 9, SR 65; AL LE; SV Fort +46, Ref +40, Will +45; Str 44, Dex 19, Con 29, Int 28, Wis 26, Chr 29. 18’ tall
Skills and Feats: Balance +23, Bluff +64, Climb +57, Concentration +64, Craft (armorsmith) +29, Craft (blacksmith) +29, Craft (weaponsmith) +59, Diplomacy +31, Disguise +23, Escape Artist +33, Handle Animal (nightmare) +37, Hide +23, Intimidate +67, Jump +59, Knowledge (Arcana) +54, Knowledge (Demons) +19, Knowledge (Hellish Politics) +48, Knowledge (The Planes) +39, Knowledge (War) +58, Listen +24, Move Silently +20, Ride +27, Scry +34, Search +25, Sense Motive +45, Spellcraft +35, Spot +24. Cleave, Combat Reflex, Devastating Critical (greatsword), Dire Charge, Dodge, Epic Leadership, Epic Weapon Focus (bite), Epic Weapon Focus (claws), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Expertise, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Combat Reflex, Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Improved Whirlwind Attack, Iron Will, Leadership, Legendary Commander, Mobility, Mounted Combat, Overwhelming Critical (greatsword), Penetrate Damage Reduction, Power Attack, Quicken Spell-like Ability, Spellcasting Harrier, Spring Attack, Sunder, Superior Initiative, Weapon Focus (Bite), Weapon Focus (Claws), Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack.
Hellish Aura (Ex): Bel's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 900 feet of Bel must succeed in a Will save DC 42. Those who succumb to Bel's evil suffer one of the two following effects as determined by the Lord of the First (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Bel. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. Bel's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Bel can make his servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Bel dismisses it.
Beings of Lesser god or greater divine status are immune to Bel's Hellish Aura.
Hell's Fire (Su): Bel may use Hell's Fire 12/day, a five-foot wide line of diabolical energy dealing 12d12 points of damage, up to 1200 feet away. Bel's Hell's Fire appears like a blast of red and orange flames that detonate with a thunderous explosion, causing an additional 6d12 points of sonic and 6d12 points of fire damage to all within ten feet of the impact. Hell's Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatic per blast. Walls of force are not affected by Hell's Fire.
The Might of Hell (Su): Bel's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Bel may unhallow an area equal to 1170 feet.
Although Bel detests the forces of righteousness, he also fears them. As a result, he finds it difficult to enter any hallowed site. If Bel attempts to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god’s Charisma modifier (if this is unknown, assume a +9); Bel cannot use his spell resistance to overcome this effect. If Bel succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Bel breaches holy ground, the god in question is immediately alerted to the Lord of the First’s presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will – animate dead, blade barrier, blasphemy, charm person, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dispel magic, divine power, dominate monster, fireball, flamestrike, greater dispelling, hold person, improved invisibility, magic circle against chaos, magic circle against good, magic vestment, magic weapon, major image, mirage arcana, persistent image, produce flame, polymorph self, power word (blind), power word (kill), power word (stun), pyrotechnics, spiritual weapon, suggestion, symbol (any), teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight, wall of fire. 6/day – destruction, fire storm, meteor swarm. 3/day – damnation, hellball. 1/day – wish. Caster level 45th; save DC 19 + spell level. Bel also casts spells from the War Domain; these are included in the list above.
Call Baatezu (Sp): As a move equivalent action, Bel can call Baatezu. Bel may call, up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Of all the Lords of the Nine, Bel is the most likely to single-handedly fight intruders, enemies, and any other being who attracts his attention… particularly Demons. However, he is no fool and will always call squad of Red Abishai to observe such fights. As soon as matters appear to turn against Bel, these Abishai are expected to summon additional reinforcements while Bel calls in a few Cornugons. Only if sorely opposed or gravely wounded will Bel call Gelugons or Pit Fiends before retreating for safer territory to recuperate.
Regeneration (Ex): Bel takes normal damage from holy and blessed weapons of at least +6 enchantment.
Arch-Devil Qualities: Bel is immune to fire and poison; he possesses cold and acid resistance 20; he can see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet. Bel benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain and he is immune to mind-affecting effects. Bel is also immune to death effects if the attacker has fewer HD/class levels than his CR or has a divine status less than that of a Lesser god. Bel is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Bel can also sense anything within one mile around the mentioning of his name, title or an item of importance to him.
Bel is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe
Infernal Majesty (Ex): As the Lord of the First, Bel has a status equivalent to that of the gods. While in Avernus (and anywhere else on Hell that Asmodeus allows), Bel functions as a Lesser god with a divine rank of 7. Refer to Deities and Demigods for information on benefits Bel receives.
Poison (Ex): Bite, Fortitude save (DC 38); initial damage 1d8 temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against Bel’s poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d2 days, damage 1d6 points of temporary Strength).
Improved Grab (Ex): To use this ability, Bel must hit a Large or smaller opponent with his tail slap attack. If he gets hold, Bel can constrict.
Constrict (Ex): Bel deals 2d6+26 points of damage with a successful grapple check against Large or smaller creatures.
Fires of Avernus (Su): Three times per day, Bel can generate an intensified delayed blast fireball as a free action anywhere in Avernus as if he were a 25th level sorcerer.
Infernal Master of Arms (Ex): Although he does not have any actual caster levels, Bel is capable of creating powerful magical arms and armor as if he had the feat. Bel can create any magical weapon or armor as if he were a 21st level caster, paying the required costs and time during the creation. He can create any item listed in the Dungeon Master's Guide.
Infernal Tactician (Ex): By observing the actions of his enemies, Bel can determine the best means to defeat them in an effecient, brutal fashion. After being engaged in combat for six rounds against any opponent, Bel receives a +3 circumstance bonus to his AC, +3 circumstance bonus to his attacks, a +3 circumstance bonus to his Initiative, a +3 circumstance bonus to his saves, and a +3 circumstance bonus to his SR. This lasts as long as Bel remains in combat with the foe or foes that initiated the benefit. If Bel and his adversary/adversaries are separated for more than six rounds, the benefit of this ability is eliminated until another six rounds of combat ensues again.
Abyssbane: This powerful artifact is dreaded by all Demons and has killed hundreds of thousands, if not millions, in the years Bel fought against the Abyssal hordes. Abyssbane appears as a simple single shaft of dark gray iron with a simple cross-guard and hilt. The blade itself has terrible Infernal runes in the bloodgrove, and it is constanly wreathed in orange flames. A gift from Asmodeus from Bel’s triple treachery ploy against the hordes of The Abyss years ago, it cannot be touched by anyone save Bel or someone with Bel's (or Asmodeus') permission. Those that touch it are struck dead if they fail a Fortitude DC 38, survivors suffer three negative levels so long as they wield Abyssbane.
Possessions: Bel always carries Abyssbane and wears +8 bracers of armor. As the Lord of the First and the commander of the largest armies in Hell outside of those commanded by the Dark Eight, Bel has access to every weapon listed in the Players' Handbook and any weapon with +5 enhancement. He can also access most medium or minor magic items in short order.
The Pit Fiend, Bel. There are few success stories in Hell more profound or fantastic than the meteoric rise to power as that accomplished by the current Lord of the First. Bel, the most highly decorated Devil general in the Blood War, the pride of the Dark Eight, and the only Pit Fiend in countless millennia to actually turn down an invitation to join the coven of diabolical generals. His "sacrifice" was clearly one that paved his way for his current position.
For as long as most immortals can remember, Bel was the chief general leading the armies of Devils against the hordes of Demons in the Blood War. Unlike most Devils integrally involved with the Blood War, Bel was also an important member of the court of the original Lord of the First, a Devil commonly known as Zariel or Zavebe (although many rumors insist that Tiamat was the original ruler of Avernus). As the beachhead of any Abyssal invasion into Hell, Zariel always concerned herself with the Blood War to a degree beyond that of the other Lords of the Nine. And, as such, Zariel knew how important it was to recognize Bel's accomplishments in the war and his status and power among Devils. In short order, Bel became Zariel's greatest Duke and a trusted ally, even going as far as defending her after The Reckoning. However, this apparent loyalty was simply a ploy to erase any remaining vestiges of doubt in Zariel’s mind about Bel's loyalties.
To this day only Asmodeus himself knows precisely how Bel imprisoned Zariel and stole her power. Since this event hundreds of years ago, Bel has slowly consolidated his power while maintaining an active campaign against the hordes of The Abyss, causing many to remain ignorant of his status as the new Lord of the First until relatively recently.
In the politics among the Lords of the Nine, Bel is neither trusted or admired (at least not openly). Dispater, his neighbor, views him as a lucky simpleton and generally ignores his overtures for an alliance; the Iron Duke refers to him as the Pretender, a nickname that has reached the lips of all throughout Hell. Likewise, both Baalzebul and Mephistopheles have rebuffed Bel's offers of friendship, knowing full well how crafty this former Pit Fiend can be. Indeed, Bel's only ally among the Lords is the Dark Lord of Nessus himself. Asmodeus is very pleased with Bel, as he has one less established Lord to deal with; furthermore, Bel continues to spend much of his time in the Blood War, further diluting any potential threat he may pose to the status quo in Hell. In addition, Bel is still beholden to his responsibilities to the Dark Eight by order of Asmodeus himself. Still, Bel has now reached the point in which his control of Avernus is all but solidified. He has also established partnerships with the Queen of Dragons, Tiamat, allowing him unfettered access to her Abishai. It is only a matter of time before Bel's status as Lord of the First is final and immoveable. What happens thereafter for the star of Hell remains to be seen.
Until recently, Bel appeared as a tremendously huge Pit Fiend wearing elaborate bracers of armor, often astride a gargantuan nightmare, wielding his huge sword, Abyssbane. In the past few decades, as the mantle of Lordship has settled on him, while still huge and of the general build, wings, and hooved feet of a Pit Fiend, his face has taken on a more humanoid appearance, and his scales have become the color of burnt ash. He has also taken to wearing finely designed leather kilts.