Aura of Asmodeus. The moment Asmodeus arrives, all creatures who can see him must make a DC 27 Wisdom saving throw or become unable to do anything until Asmodeus makes the first move. Constructs are immune ti this ability
Authority of Nessus. Any creature hostile to Asmodeus that starts its turn where Asmodeus can see them must make a DC 19 Wisdom saving throw at the end of each of its turns. If the creature fails three attempts before it succeeds on three attempts, Asmodeus takes precise control of the target until either of them dies. If a creature succeeds on 3 attempts or the effect ends for it, it this ability for the next 24 hours.
Creatures can avoid making the saving throw by averting their eyes during their turn.
Banishment (Hellish Void). If Asmodeus is reduced to 0 hitpoints he implodes into a hellish void. His body is destroyed, but his essence travels back to his domain in Nessus, and he cannot take physical form for a time.
Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead
Advanced Weapon Immunity. Asmodeus is immune to bludgeoning piercing and slashing damage from non +3 weapon magical attacks
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower and has advantage on saving throws against all other spells and magical effects
Magic Weapons. Asmodeus’ weapon attacks are magical
Regeneration. Asmodeus regains 30 hit points at the start of his turn
Innate Spellcasting. Asmodeus spell casting ability is Charisma (spell save DC 27, + 19 to hit) Asmodeus can innately cast the following spells, requiring no material components:
Master Enchanter. When Asmodeus casts an enchantment spell, he can twin cast the spell and does not require concentration to maintain it
Ruby Rod Spells. The rod has 19 charges, a DC of 27 and a +19 bonus to hit with spells attacks While holding it, Asmodeus can cast the following spells
At will: Arcane eye, bestow curse (9th level), fire shield.
1 charge: cone of cold (7th level), lighting bolt (9th level) melds acid arrow (9th level), command, hex (9th level) all with double the area/ range.
4 charges: plane shift, power word pain, weird, power word kill
Soul Absorbtion. Asmodeus can use a reaction to snatch the soul of a creature that is dead within 69 feet of him trappign it in his ruby rod. While the soul is inside, the dead form of it can not be revived by any means beyond a wish spell. The rod can only contain six souls at a time.
Multiattack. Asmodeus makes either two Ruby rod attacks, casts two spells or one of each
Ruby Rod (Melee). Weight: 8. Melee Weapon Attack: + 17 to hit, reach 10 feet, one target. Hit: 20 (4d6 + 8) bludgeoning damage plus 36 (8d8) cold, fire or acid damage
Ruby Rod (Range). Ranged Weapon Attack: +19 to hit, range 160 ft. Hit: 20 (4d6 + 8) bludgeoning damage plus 36 (8d8) cold, fire or acid damage
Asmodeus can cause the beam of energy to explode on impact, forcing all creatures within 60 feet of the point of impact to make a DC 27 saving throw or suffer one of the following effects
Hellish Pillar (recharge 5-6). Asmodeus summons a cylinder of fire, death and magic, 100 feet tall with a 20-foot radius at a point on the ground that he can see within 480 feet of him, which remains there for 1 minute. Each creature within the area must make a DC 27 Dexterity saving throw taking 100(10d20) force, fire and necrotic damage on a failure or hakf as much on a success.
Summon Legion (recharge 5-6/ at will while in the Nine Hells). Asmodeus summons as many devils as he wants from the nine hells from any type to join him in the battlefield.
Dammed Souls. Asmodeus summons as many decoured souls as he wants at a point that he can see within range. They function as monsters with their own initiative and maintain all the abilities that they had while before dying with the addition to a flying speed equal to their walking speed and, the ability to move through solid objects and immunity to all types of damage.
Control lair (Only while in Nessus). Asmodeus uses an action to control his layer. This ability can be as powerful as the DM desires. The attack bonus for attacks made with this ability is 19 and its DC is 27 for ability checks and saving throws and 18 for will saves Area effects created by this ability only last a maximum of 4 (1d8) rounds
Alter Reality (recharge: must roll a percentile dice and roll 90 or above). Asmodeus bends reality similar to a weakened wish spell, but it does not require an equivalent exchange. With this ability, he can duplicate any spell of 7th level or lower as if casted with an 8th level spell slot ignoring casting time and components. He can achieve something beyond the scope of mimicking a 7th level spell but can only reach the power level of a 9th level spell excluding wish and is limited to his portfolio which involves sin, pride, indulgence, damnation, tyranny, broken promises, power, plots, corruption, lost knowledge, tieflings, devils and the Nine Hells. The attack bonus for attacks made with this ability is 19 and its DC is 27 for ability checks and saving throws.
Hellish Pillar Rebuke (1/day). When Asmodeus is the target of a ranged weapon or spell attack. Hellish Pillar recharges and he can use a reaction to use it immediately. If a creature takes damage from this ability this way, it does not take by ending its turn in the area of effect until its next turn
Law and Fate. If Asmodeus makes an attack, ability, saving throw or casts a spell and fails, he can choose to use his reaction to change fate and repeat the roll as if he had never done it
Attack. Asmodeus makes a ruby rod attack
Cast spell. Asmodeus casts a spell
Teleport. Asmodeus magically teleports along with anything he is carrying, up to 480 feet to an unoccupied space he can see
Contract with the Devil. One creature of a Asmodeus choice that he can see within range hears a voice within his head offering, endless riches, immortality and eternal life in exchange for accepting an agreement. If the creature accepts, it’s soul automatically leaves its body, taking the form of a liberated soul (See soul magic)
Chill Gaze (Costs 2 Actions). Asmodeus can force one creature within 249 feet of him that can see him to look into his eyes. The creature must make a DC 27 Wisdom saving throw or become paralyzed for 1 round out of fear
If Asmodeus dies and is not able to regenerate, the ruby rod will create a 10 foot radius spherical wall of force around him surrounded by an area of anti-magic field reaching a range 50 feet outwards that will remain there for 1 round. After which the wall of force will dissipate and the anti-magic field will expand to cover the entire plane that Asmodeus is currently on, blinding everyone on it for a split second with a bright white light and affecting everyone on it but Asmodeus and other gods.
Once the blinding effect ends, the entire plane that the creatures are currently on will become a manifestation of the creature who gave the seed of the abyss to the dark god Tharizdun with the closest resemblance to it that is possible in that reality.
Asmodeus will then return with 100 hitpoints and with all of his magical abilities recharged. While on this stage of combat, Asmodeus is no longer in possession of the Ruby Rod and cannot use it during combat, he also loses his limited magic immunity and cannot use his Soul absorption ability and dammed souls action for the next 24 hours. In addition, any time he tries to use his alter reality action, he takes 10d10 damage
A creature can try to avoid being affected by the anti-magic field with a DC 18 will save. The creature can repeat the saving throw at the start of each of its turns, becoming immune to the effect for 1 turn on a success.
Asmodeus gains the following abilities:
Law and Fate. Asmodeus can use his law and fate reaction without using a reaction
Dammed Luck. Asmodeus uses his Dammed Luck lair action as a legendary action
Control Lair (Only while in Nessus/ Recharge 6). Asmodeus uses his control lair action as a legendary action
Description
Enter a general description for your monster here.
Lair and Lair Actions
- Asmodeus has advantage on attack rolls and saving throws.
- Asmodeus rolls a critical hit on a natural 19-20.
- Asmodeus can use lair actions On Initiative count 20 (losing initiative ties), Asmodeus can take a lair action to cause one of the following effects; he can’t cause the same effect two rounds in a row:
Teleport. Asmodeus teleports to any location within Nessus
Hellish Mirroring. Asmodeus summons up to 8 versions of himself which act as their own monsters with their p own turns initiative and legendary actions.
They share all abilities that the original Asmodeus has except for his layer actions, his Aura of Asmodeus ability and his alter reality action, and they appear with full hitpoints and all spell expenditures available as if they were just starting combat.
Asmodeous can only have up to 8 versions of himself summoned at the same time and each time one of his summoned versions dies, he must wait 24 hours to be able to summon it again.
Maintaining this ability active does not prevent Asmodeus from using other layer actions.
Mind Corrupt. Asmodeus forces a creature to makes a DC 25 Intelligence saving throw taking 10 (2d10) psychic damage on a failed save or half as much in a success. Ina failed save, the creature then takes 10 (2d10) psychic damage at the end of each of its turns until either a 9th level spell is used to cure the disease or that character attacks 2 allies once or one ally twice.
Dammed Luck: Asmodeus forces a natural 1 on a creature that he can see within range. That creature can choose when to use the natural one within the next round. If the round passes and the creature did not use his natural one, then Asmodeus can choose when to use it during the rest of the entire combat. Once a natural 1 is used, it is expended. This ability is accumulative.
Ruby Rod's Barrier (1/day): While Asmodeus is holding the Ruby Rod he can create a 10 foot radius spherical wall of force around him surrounded by an area reaching a range 50 feet outwards of anti-magic field that lasts until the end of the current turn. If Asmodeus is targeted with an attack, he can activate this automatically (No reaction required)
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