Large Fiend (Devil), Any Alignment
Armor Class 26 Natural
Hit Points 1000 (69d10 + 621)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
27 (+8)
CON
29 (+9)
INT
30 (+10)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +17, DEX +17, CON +18, INT +19, WIS +18, CHA +19
Skills Arcana +19, Deception +19, History +19, Insight +18, Intimidation +19, Investigation +19, Perception +18, Performance +19, Persuasion +19, Religion +19
Damage Resistances Cold, Necrotic, Radiant
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Truesight 240 ft, Passive Perception 28
Languages All , telepathy 240 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

Each creature within 60 feet of him must make a DC 27 constitution saving throw or take 72 (12d12) necrotic damage to their hitpoint maximum.
 
The hitpoint maximum reduction can only be cured through magical means or after the creature takes 2 long rests.

If a creature’s hitpoint maximum reaches 0 because of this ability, its soul is ripped off from its body and absorbed by the void and Asmodeus automatically regains hitpoints equal to the amount of hit points the absorbed creature lost because of this ability.

If a creature dies this way, it cannot be retrieved by any normal means because its soul is now part of Asmodeus.

 

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:

At will: Animate dead, geas (9th level), ice storm (9th level), thunderwave (9th level), fire bolt (max level), chill touch (max level), bestow curse (9th level), fireball (9th level), chain Lightning (9th level), disguise self, identify, blight (6th level), phantasmal force

4/day each: blindness/deafness (9th level), enthrall, dispel magic (9th level), counter spell (9th level), slow (unlimited range), hold monster, mass suggestion (9th level), wall of fire, wall of ice, sickening radiance, polymorph

3/day each: banishment, phantasmal killer, dominate person (9th level), mental prison, harm, finger of death, forcecage, divine word, greater invisibility, symbol

2/day each: feeblemind, dominate monster (9th level), shape change, imprisonment, meteor swarm, power word kill (can kill polymorphed creatures), true polymorph, mass polymorph

1/day: wish (can only be used to perform another creature’s wish if not used with the given examples in the spell description)


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.


Asmodeus can then use the following abilities:

Drain Life. Using a bonus action Asmodeus can drain the life force from the soul, regaining 3d8 hit points.

Infernal Fuel. Asmodeus can decide to use a soul’s life force instead of expending a ruby rod’d charge to cast one of the ruby rod’s spells. He can only do this 6 times with a soul.

Query Soul. Asmodeus asks the soul a question (no action required) and receives a brief telepathic answer. The soul knows what it knew in life and must answer truthfully to the best of its ability. The answer is no longer than a sentence or two and can be as cryptic or straightforward as desired.

Mark of Hell. Asmodeus imprints upon the soul a mark of infernal runes that scars it. Upon its release, should it be returned to its vessel, its body is now cursed.

While cursed in this way the creature has horrid visions of torture and the nightmarish landscape of the Hell's. They can not gain the benefits of a long rest, as the nightmares haunt their waking and resting hours, and any hit points that would be healed by magic are halved.

If they die while cursed in this way their soul is sent to the Nine Hells to be transformed into a lemure. A greater restoration, remove curse or similar spells end the curse on the target.

Soul Devour. If a soul remains trapped inside the ruby rod for 6 rounds, it must make a DC 27 Wisdom Saving throw, returning to its original vessel on a success or becoming devoured by Asmodeus on a failure.

A devoured soul cannot be revived by any means other than by a Wish spell or until the lord of Nessus decides to release it.

Asmodeus can have as many devoured souls as he desires.
Actions

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

Asmodeus can then force the target to make a DC 27 Constitution or Strength saving throw or suffer one of the following effects:

Drain Life (Constitution/ recharge 6). The target takes an extra 24 (8d6) necrotic damage and a level of exhaustion, and Asmodeus regains a number of hit points equal to the necrotic damage taken

Paralyze (Strength/ recharge 6). The target becomes paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

 

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

Intelligence saving throw: The target suffers from the effects of the feeblemind spell for 1 round

Dexterity saving throw: The target takes an additional 10 (2d10) force damage at the start of each of its turns for 2 rounds

Strength saving throw: The target falls prone and is not able to use its movement speed for 3 rounds

Wisdom saving throw: The target suffers from the frightened condition for the next 4 rounds

Charisma saving throw: The target cannot attack Asmodeus for the next 5 rounds

Constitution saving throw: The target suffers the effects of the slow spell for the next 6 rounds

Asmodeus cannot use one of this effects two times consecutively with this ability. He must alter them with each attack


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.

A creature that ends its turn in the are mist repeat the save and takes the same amount of damage as it would in the activation.

 

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.

If Asmodeus summons more than 100 souls, he then loses his magic immunity, hellish mirroring, advanced weapon immunity and alter reality abilities until he absorbs them again. He can also decide to absorb the summoned souls back as long as he has them under control.

Liberated Souls

If Asmodeus takes damage while he has summoned souls in the battle field, one of the summoned souls (chosen at random) can make a DC 15 will save, becoming free from Asmodeus control on a success.

Liberated souls cannot return to their bodies until that body regains at least one hit point and they cannot regenerate their own corpse. Instead, they can continue fighting in the form of a soul with the same properties that they had in soul form.

If the soul deals damage to Asmodeus or receives damage while not under Asmodeus’ control, the soul’s body’s hit point maximum are reduced by the same amount of damage dealt. The hit point maximum reduction is not noticed by any creature other than Asmodeus until it reaches 0, after which the soul moves to its next life.

Other creatures can notice the damage done to the creature’s body with a successful DC 19 investigation or perception check

 

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.

While in the Nine Hells, this ability evolves to mimicking the power of a wish spell, allowing him to duplicate any spell of 8th level or lower ignoring casting time and components, and breaking all limits when it comes to creating an effect related to anything in his portfolio.
Reactions

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

 

Legendary Actions
Asmodeus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only one at the end of another creature’s turn.

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

Mythic Actions

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

While on Nessus, Asmodeus gains the following attributes.
  • 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)

 

Keithley

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