Wounds Exposed. (Mythic Trait; Recharges After a Short or Long Rest). If Asmodeus is reduced to 0 hit points, he does not die or fall unconscious. Instead, he regains 600 hit points. In addition, his lair shifts, spilling lava and creating a Bone Devil and Horned Devil from the blood of the Forgotten Lake. When his wounds have been exposed, Asmodeus' Saving Throw bonuses decrease by 3 for each 100 points of damage he has suffered.
Blood of the Fallen. (Mythic Trait) If Asmodeus' Wounds Exposed trait is active, his blood will wound his foes. Whenever a creature hits Asmodeus with a weapon attack, the attacker takes 10 necrotic damage.
Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Limited Magical Immunity. Asmodeus can't be affected by spells of 5th level or lower unless he wishes to be, unless his Wounds Exposed trait is active. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Asmodeus' weapon attacks are considered magical for the purposes of overcoming damage resistance.
Regeneration. Asmodeus regains 40 hit points at the start of his turn.
Innate Spellcasting. Asmodeus' innate Spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: scorching ray (5th level), fireball (5th level), wall of fire (5th level), bestow curse (5th level), counterspell, dispel magic
3/day each: banishment (5th level), divine word, dominate monster, polymorph
2/day each: incendiary cloud, blade of disaster, meteor swarm 1/day each: wish
Multiattack. Asmodeus can use his Commanding Presence. He then makes three attacks: one with his scepter, one with his slam, and one with his tail.
Scepter. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 38 (7d8 + 7) bludgeoning damage.
Scepter (Blast). Ranged Weapon Attack: +14 to hit, range 150/600 ft., 1 target. Hit: 33 (4d12 + 5) force damage, and the target is pushed up to 15 feet away from Asmodeus.
Scepter (Cone). Asmodeus' scepter expels fire in a 30-foot cone. All creatures within the cone must make a DC 26 Dexterity Saving Throw, taking 21 (6d6) fire damage on a failure and half as much on a success.
Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) fire damage.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 21 (4d6 + 7) bludgeoning damage plus 14 (4d6) poison damage.
Commanding Presence. One creature of Asmodeus' choice must succeed a DC 26 Wisdom Saving Throw or be charmed by him until the end of their next turn. A creature charmed by Asmodeus is dominated akin to the dominate person spell.
Teleport. Asmodeus teleports up to 120 feet within his line of sight.
Cast Spell. Asmodeus casts one of his at-will spells. Divine Word and Blade of Disaster may also be cast or used.
Asmodeus can use up to 2 reactions per round, but can only use each type once per round.
Suffocate. When a creature makes an attack roll against Asmodeus or casts a spell affecting him, he can momentarily remove the air from their lungs. An affected creature must make a DC 26 Constitution Saving Throw. If a creature fails, all of their attacks this turn are made with disadvantage or their triggering spell fails. Any creatures casting a spell with components other than verbal may make the Saving Throw with advantage.
Counterspell. Asmodeus casts counterspell, using his Charisma bonus for any required ability checks.
Teleport. When a creature makes an attack roll against Asmodeus, he can make a Dexterity Saving Throw with a DC equal to the creature's attack roll. If he succeeds, he can Teleport up to 30 feet away, forcing the attack to miss.
Asmodeus can take 7 legendary actions, choosing from the options below. Only one legendary action option 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.
Move. Asmodeus moves up to his speed.
Attack. Asmodeus attacks with his Slam or his Tail.
Chilling Gaze (Costs 2 Actions). Asmodeus targets one creature within 60 feet of him. That creature must succeed a DC 26 Constitution Saving Throw or take 2d10 psychic damage, become restrained until the end of Asmodeus’ next turn and the target's Strength score is reduced by 1d4.
Cast Spell (Costs 2 Actions). Asmodeus casts a spell.
If Asmodeus' mythic trait is active, he can use the options below as legendary actions.
Teleport and Attack. Asmodeus teleports to a space within 120 feet of him and attacks with his Slam or his Tail.
Paralyzing Gaze (Costs 2 Actions). Asmodeus targets one creature within 60 feet of him. That creature must succeed a DC 26 Constitution Saving Throw or take 2d10 psychic damage, become paralyzed until the end of Asmodeus’ next turn and the target's Wisdom score is reduced by 1d4. If this reduces the target's Wisdom score to 0, they are dominated by Asmodeus.
Forced Removal (Costs 2 Actions). Asmodeus targets up to two creatures within 60 feet of him. Each creature must succeed a DC 26 Charisma Saving Throw or be immediately teleported to a space of Asmodeus' choosing within 60 feet of him.
The Bill Comes Due (Costs 3 Actions). Asmodeus briefly summons the souls of Zalshox the Beholder, Vaeryl the Young White Dragon or Vhirun the Lich, and they can immediately take an action.
Lair and Lair Actions
Asmodeus' lair rests alongside the blood-filled Forgotten Lake in Nessus, the ninth layer in the Plane of the Nine Hells. His simple obsidian throne sits atop Fortress Nessus in the city of Malsheem, overlooking a valley of ash and cracked earth traced by the River Styx. At the valley's lowest point is the Serpent's Coil, a near-bottomless rift said to contain the birthplace of all devils.
Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus summons Greater Spined Devils, to a maximum of 5 total summoned creatures. Then, he takes a lair action to cause one of the following effects but cannot use the same effect two rounds in a row:
Hellfire. Fire erupts from the lair's rivers of lava, bathing any nearby creatures in unholy flame. All creatures within 30 feet of a lava river must make a DC 26 Dexterity Saving Throw, taking 18 (5d6) fire damage and 18 (5d6) necrotic damage on a failure, or half damage on a success. Any creature that takes damage in this way are set aflame, taking 1d6 fire damage and 1d6 necrotic damage at the start of each of its turns. A creature on fire can use an action to put out the flames.
Endless Lake. Vapors from the Forgotten Lake waft toward up to 3 creatures within 100 feet of it. Each affected creature must make a DC 26 Intelligence Saving Throw or suffer the effects of the confusion until the end of their next turn as pleasant memories from unknown heathens overwhelm them.
Unnatural Heat. Scalding heat arises from the lava spouts and rivers that make up Asmodeus' lair. Any creatures hostile to Asmodeus must make a DC 26 Constitution Saving Throw or lose resistance to fire damage, or have their immunity to fire damage reduced to resistance until another lair action is used.
Comments