Large Fiend (Devil), Lawful Evil
Armor Class 32 Natural armor
Hit Points 507 (32d10 + 320)
Speed 40 ft., Fly 120 ft.
STR
30 (+10)
DEX
23 (+6)
CON
30 (+10)
INT
26 (+8)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +15, CON +19, INT +17, WIS +19, CHA +19
Skills Arcana +19, Deception +19, Insight +19, Perception +19, Persuasion +28
Damage Immunities Acid, Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 29
Languages All, Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Weapons. Asmodeus's weapon attacks are magical. He has the following item on his person: The ruby rod of Asmodeus which he can use all features of even though they are not listed on the stat block. 

Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Nessus, and he is unable to take physical form for a time.

Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.

Regeneration. Asmodeus regains 20 hit points at the start of his turn. If he takes damage from a +3 weapon or item, this trait doesn’t function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. Asmodeus's innate spellcasting ability is Charisma (spell save DC 27 +19 to hit). Asmodeus can innately cast the following spells, requiring no material components:

At will: Animate dead, Blasphemous flame*, Charm monster, Create undead (9th level), Detect good and evil, Detect magic, Dispel magic (7th level), Dominate monster, Forsaken blood (9th level)*, Geas, Greater restoration, Hellflame blast*, Impish agitator*, Major image, Mass suggestion (8th level), Project image, Ruby rule*, Suggestion

3/day each: Blight (8th level), True resurrection, Power word stun, Wall of ice

1/day each: Meteor swarm, Power word heal, Power word kill, Power word pain, Symbol Wish

Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). Asmodeus has following Cleric spells prepared:
Cantrips (at will): Guidance, Mending, Resistance, Sacred flame, Spare the dying
1st level (4 slots): Cure wounds, Detect poison and disease, Sanctuary, Shield of faith
2nd level (3 slots): Hold person, Lesser restoration, Prayer of healing, Spiritual weapon
3rd level (3 slots): Glyph of warding, Protection from energy, Remove curse, Speak with dead
4th level (3 slots): Banishment, Divination, Freedom of movement, Locate creature
5th level (3 slots): Dispel evil and good, Flame strike,  Mass cure wounds, Planar binding
6th level (2 slots): Blade barrier, Harm, Heal 
7th level (2 slots): Divine word, Etherealness, Fire storm
8th level (1 slots): Antimagic field, Earthquake
9th level (1 slots): Gate, Mass heal
* Means the spell is within Hellish depths pdf.

Actions

Multi attack. Asmodeus makes three attacks with his ruby rod and casts a spell a long with using one of his gaze actions. 

Ruby rod of Asmodeus. Melee Weapon Attack: +23 to hit, reach 5 ft., 1 target. Hit: 32 (4d8 + 14) Bludgeoning damage plus 16 (3d10) necrotic damage.

Chilling gaze. Asmodeus gazes at a creature who can see his eyes within 30ft of himself causing them to make a DC 27 Wisdom saving throw. On a failed saving throw the creature is under the effects of the slow spell for 1 minute. A target can remake the saving throw at the end of their next turn. 

Crippling fear gaze. Asmodeus gazes at a creature who can see his eyes within 60ft of himself causing them to make a DC 27 Wisdom saving throw. On a failed saving throw the creature is frightened for 1 minute and has disadvantage on all strength based attack rolls, skill checks and saving throws. A target can remake the saving throw at the end of their next turn. 

Teleport. Asmodeus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Summon Devil. Asmodeus chooses what to summon and attempts a magical summoning.

Asmodeus has a 100 percent chance of summoning 1 pit fiend or 2 of any other type of greater or lesser devil. 

A summoned devil appears in an unoccupied space within 60 feet of Asmodeus, acts as an ally of Asmodeus, and can’t summon other devils. It remains for 1 minute, until it or Asmodeus dies, or until Asmodeus dismisses it as an action.

Legendary Actions

Asmodeus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Asmodeus regains spent legendary actions at the start of his turn.

Teleport (Costs 1 Action). Mephistopheles uses his Teleport action. 

Cast a spell (Costs 1 Action). Asmodeus casts a spell from their their Innate spellcasting or Spellcasting trait. 

Lord of the Nine (Costs 3 Actions). Asmodeus lets forth an eruption of infernal power which effects all non devils within 120ft of himself. Each creature within range must make a DC 27 Constitution saving throw or take 94 (9d20) fire damage which bypasses all resistances. On a successful saving throw a target takes half damage. To use this legendary action Asmodeus must sacrifice 15 hit points.  

Description

The lord of lies and supreme master of the Nine hells are a fitting tittle for such a powerful entity such as Asmodeus. Its said he was one of the first devils and the most charismatic in all the hells as now with his divine power its even more amplified. As the ruler of Nessus he is the ruler of all the hells and is a sort of king among his lesser ranks and their god. 

Asmodeus is the most charming and well mannered devil within the hells some say he entertains the antics of paladins seeking his destruction soon bending them under his thumb to act as his friends to deal with irritations. His level of critical thinking and strategical thinking is beyond mortal comprehension to explain.

Ruby Rod of Asmodeus
*Weapon (Greatclub), Rod, Artifact (Requires attunement)*
Not much is known about the true origins of the badge of office that Asmodeus uses to strike fear into those he encounters in the very heart of the oppressive plane of hell itself. Its said it holds a sliver of the shard of ultimate evil gifted to him by a creature of great evil eons ago. The rod never parts with Asmodeus but he does create lesser copies granting them to his most loyal servants who need such power for tasks of great importance.

The ruby rod of Asmodeus takes the form of a 4ft long large rod made of pure ruby with blood glowing and shifting within. At top of the rod has an infernal claw carved into it grasping a carved in ruby skull with bloody eyes. The jagged bottom of the rod implies that it once was part of something greater but who can know now a days, the soft red glow given off by the rod almost gives a feeling of hatred it has locked deep within for every living thing.

*Random Properties.* The Ruby rod of Asmodeus has the following random properties:
1 major beneficial property
1 major detrimental property
The detrimental property of the ruby rod of Asmodeus is suppressed while the rod is attuned to Asmodeus himself.

*Weapon Qualities.* When being used as a melee weapon the rod counts as a +4 Unholy Greatclub that also causes the target to be effected by the inflict wounds spell in addition to normal damage.

*Lines of Energy.* As a bonus action the user of the rod can use 1 of 3 charges in the rod to create a 150ft long 10ft wide line of either Cold, Lightning or Poison which all deal 20d6 damage of their respective type, the Charges within the rod recharges at Dusk. Any target within range must make a DC 20 Dexterity saving throw or take full damage rather than half. 

*Aura of Might.* Anyone attempting to attack the wielder of the Ruby rod for the first time within 24 hours must succeed a DC 20 Wisdom saving throw or be forced to bow and forgo their Action for that round.

*Reverie of Nessus.* Once per day the wielder of the Ruby rod can use their action to create a 5ft radius sphere of force like the wall of force spell around them. This sphere lasts for 1d4 rounds and whilst within it the wielder is purged of any status conditions and can't be affected by spells of 5th level or lower from any source even themselves.

*Destroying the Rod.* Destroying the Ruby rod of Asmodeus requires Asmodeus to be utterly destroyed and then for the rod to be brought to the final layer of Mount Celestia known as Chronias, whilst here it must be struck by a part of the Rod of seven parts. If Asmodeus's existence is restored then the Rod instantly reforms within his hands.


Epic variant: This godly entity is actually CR 46 so his Proficiency bonus is +13 meaning raise all things involved by 4 points. 
Changes: 

Innate spellcasting DC and to hit roll both increased by 4 points to 31 and 27 respectively. (Same with normal spellcasting).
Saving throw DCs are increased to 31 rather than 27.
Increase proficient saving throws by 4 points and Skills by 4 points or 8 when needed. 
Passive perception is now 33. 


Previous Versions

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Monster Tags: Devil

drdeatheer

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