Aura of Submission. While Asmodeus is wielding the Ruby Rod, a creature that starts his turn within 20 feet of Asmodeus must succeed on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased. If a creature's saving throw is successful, the creature is immune to Asmodeus's Aura of Submission for the next 24 hours.
Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Nessus, the bottommost layer of the Nine Hells, and is unable to take physical form for a time.
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. Asmodeus's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: [alter self] (can become Medium when changing his appearance), [chain lightning], [cone of cold], [detect magic], [dispel magic], [identify], [hellish rebuke] (8th level), [greater invisibility], [mass suggestion], [mislead], [misty step], [shield], [telekinesis]
3/day each: [delayed blast fireball], [dominate monster], [prismatic spray], [plane shift], [programmed illusion], [project image], [symbol]
1/day each: [foresight], [meteor swarm], [power word kill], [wish]
Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks) and he needs only verbal components to cast his spells. He has the following cleric spells prepared:
Cantrips (at will): [guidance], [lightning lure], [mind sliver], [sapping sting]
1st level (4 slots): [command], [healing word], [sanctuary]
2nd level (3 slots): [hold person], [Icingdeath's frost], [Tasha's mind whip]
3rd level (3 slots): *, [counterspell], [spirit guardians], [dispel magic]
4th level (3 slots): [banishment], [gravity sinkhole], [resilient sphere]
5th level (3 slots): [banishing smite], [wall of force], [geas], [destructive wave], [dominate person], [scrying], [hold monster]
6th level (2 slots): [mass suggestion], [disintegrate], [heal], [scatter]
7th level (2 slots): [divine word], [regenerate], [forcecage]
8th level (1 slot): [feeblemind], [dominate monster]
9th level (1 slot): [shapechange], [mass polymorph]
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Magic Weapons. Asmodeus's weapon attacks are magical.
Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit points at the start of his turn.
Swift Caster. While wielding the Ruby Rod, Asmodeus can use a bonus action to cast a spell that has a casting time of one action.
Multiattack. Asmodeus attacks twice with his Ruby Rod and uses his Chill Gaze.
Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) [bludgeoning] damage plus 18 (4d8) [necrotic] damage. If the target is a creature, it must make a DC 27 Wisdom saving throw. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased, unless Asmodeus forces it to (see Command Submissive below).
Chill Gaze. Asmodeus turns his magical gaze toward one creature he can see within 120 feet of it. The target must succeed on a DC 24 Constitution saving throw. On a failed save, the creature takes 31 (6d6 + 10) [cold] damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the target takes half as much damage.
Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus magically creates a 5-foot radius spherical wall of force centered on Asmodeus that lasts until the start of Asmodeus's next turn. This wall of force functions as both the wall of force and the antimagic field spells. While inside this sphere, Asmodeus can function as if under the time stop spell. In addition, Asmodeus is automatically purged of any unwanted physical and magical conditions, enchantments or effects, diseases, and maladies (including lost body parts). Furthemore, Asmodeus regains all hit points and gains the benefits of someone that has completed a long rest.
Teleport. Asmodeus magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.
Asmodeus can take 4 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.
Chill Gaze. Asmodeus uses his Chill Gaze.
Command Submissive. Asmodeus targets one creature that is kneeling and bowing he can see within 60 feet of him. The target uses its reaction to move up to half its speed and make one weapon attack against a creature of Asmodeus's choice that he can see.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus attacks with his Ruby Rod.
Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus. Depending on Asmodeus's choice, the number rolled on the die is subtracted from an attack roll made against Asmodeus or an ally of his choice or a saving throw roll made against Asmodeus within the next minute. Alternatively, the number rolled can be added to Asmodeus's next ability check, attack roll or saving throw within the next minute, if he so chooses. Asmodeus can keep up to 3 Master Strategist dies at a time.
Cast a Spell (Costs 1-4 Actions). Asmodeus expends a spell slot to cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.
Summon Pit Fiend (Costs 4 Actions). Asmodeus magically summons a Pit Fiend. The devil appears in an unoccupied space within 60 feet of Asmodeus, acts as Asmodeus's ally, and can summon other devils if it has such power. The devil remains until Asmodeus dies or until he dismisses it as an action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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