Gargantuan Fiend (Devil), Lawful Evil
Armor Class 25 Natural
Hit Points 850 (30d20 + 250)
Speed 40 ft., Fly 150 ft.
STR
30 (+10)
DEX
27 (+8)
CON
30 (+10)
INT
30 (+10)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +19, DEX +17, CON +19, INT +19, WIS +16, CHA +19
Damage Resistances Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 150 ft, Passive Perception 32
Languages All Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Weapons of the 9 Hells. Asmodeus' weapon attacks are considered Magical and deal an additional 6d8 fire and 6d8 cold damage on hit (Included in the attack).

Legendary Resistance (5/ Day). When Asmodeus fails a saving throw he may choose to succeed instead.

Limited Magic immunity. Asmodeus is immune to spells of 6th level or lower unless he wishes to be affected and has advantage on saving throws against spells and other magical effects.

Regal Presence. Any Creature that starts its turn within 100 feet of Asmodeus must succeed on a DC 24 Wisdom Saving throw or kneel as in the command spell. Creatures immune to Charm are immune to this effect.

Lord of the Hells: Any Devil that is given a direct command from Asmodeus must do their best to complete the task as quickly and as closely to the iinstructions as possible. In addition, no Devil may utter a lie in the presence of Asmodeus.

Innate Spellcasting. Asmodeus can cast the following spells without requiring any componants. His Spell save DC is 26 and He has a +18 spell attack modifier.

  • At Will: Command (5th level), Dominate Person, Geas, Bane (5th level), PlaneShift (Self Only)
  • 3/Day: Destructive Wave, Bestow Curse (9th level), Fire Storm
  • 1/Day: Wish, Gate, Imprisonment (Chaining)

 

Actions

Multiattack. Asmodeus makes 3 weapon attacks or Use his Hellfire Bolt twice.

Scythe. Melee Weapon Attack: +18 to hit, reach 15 ft., 1 target. Hit: 32 (4d10 + 10) Slashing damage + 36 (6d8) Fire and 36 (6d8) Cold damage.

Kusarigama. Melee Weapon Attack: +18 to hit, reach 40 ft., 1 target. Hit: 24 (3d8 + 10) Slashing damage + 36 (6d8) Fire and 36 (6d8) Cold damage. On hit the target is grappled and Asmodeus may pull them up to 40 feet towards him. Only one creature may be grappled this way at a time.

Hellfire Bolt. Ranged Weapon Attack: +17 to hit, range 80/300 ft., 1 target. Hit: 35 (10d6) Fire damage. As this fire burns the soul, and not the flesh, it cannot be resisted or ignored in any way.

Impulse wave (Recharge 6). Asmodeus Shifts a 100 ft radius around him through the 9 hells. Each creature in that area must Succeed on a DC 26 Wisdom saving throw or take 104 (16d12) Psychic damage and become stunned for one minute, or half as much damage and not be stunned on a sucessful save. A creature stunned this way may remake the saving throw at the end of each of their turns, ending the stun on a success.

Teleport. Asmodeus may magically teleport to a point he can see.

Legendary Actions

Asmodeus can take 5 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creatures turn. Asmodeus regains spend legendary actions at the beginning of his turn.

Teleport. Asmodeus may take his teleport action.

Attack. Asmodeus makes one weapon attack.

Fiendish Connection (2 actions). Asmodeus marks a character that he can see within 80 feet of him. That character must make a DC 26 Charisma saving throw or be linked to Asmodeus. This connection lasts until the end of Asmodeus' next turn or until he links a new target. This creature takes half of all damage directed to Asmodeus and this damage may not be reduced in any way.

Imploding star (3 Actions). Asmodeus points to a spot within 300 feet and a black hole appears in that space. The Black hole is 5 ft in diameter. any creature in that area must make a DC 26 Dexterity saving throw or take 90 (20D8) force damage, half as much on a successful save. If this damage reduces the target to 0 they are consumed by the black hole and may only be brought back to life via True resurrection or a wish spell. 

Any Creature within 100 feet of the area must Suceed on a DC 23 Strength saving throw or be pulled 50 feet closer to the black hole. Any creature that intersects with the hole must make a saving throw for being in its area.

Mythic Actions

When Asmodeus is Reduced to 0 hit points he does not die. Instead a portal to Hell is opened and 1d2 Pit fiends, 2d4 Ice Devils, 2d4 Narzugon, and 2d6 Horned Devils appear to defend their Lord, rolling initiative. Half of the creatures that arrive sacrifice their essence to Asmodeus and he regains a number of hit points equal to the number of Hit points lost by their sacrifices, any hit points above his maximum count as temporary hit points. As long as he has those temporary hit points he may use this additional legendary action.

Retribution for the slain. Asmodeus Chooses a creature he can see. That Creature must succeed on a DC 26 Dexterity save or take Necrotic Damage equal to the number of Temporary hit points Asmodeus has.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devil

Xflintlock

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