Authority of Nessus. Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes (if the target is surprised, it cannot avert its eyes) or succeed on a DC 30 Wisdom saving throw at the end of each of its turns. If it fails three attempts before it succeeds on three attempts it is dominated, as in the dominate monster spell. If a creature succeeds on its saving throw or the effect ends for it, it is immune to authority of Nessus for 24 hours.
Master of Hellfire. Any of Asmodeus' attacks that inflict fire damage do maximum damage.
Master of Spellfire. Asmodeus can concentrate on up to three spells at once, damage cannot break his concentration and he can choose to change the damage types of any magical damage he deals to any other damage type.
Sliver of the Divine. Asmodeus can take three reactions per round.
Innate Spellcasting. Asmodeus’s spellcasting ability is Charisma (spell save DC 33, +23 to hit with attack spells). Asmodeus can innately cast the following spells, requiring no material components, and all are cast at the highest possible level:
At-Will: All Spells of 9th level or lower except Power Word Heal.
3/Day Each: Caldera, Reverse Magic, Catastrophe, Divine Intercession, Absorption.
2/Day Each: Implosion, Wave of Calamity (Tier 2), Prismatic Deluge, Power Word Heal.
1/Day Each: Pyroclastic Cannon, Soul Harvest, Luck of Ages.
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. When he uses this ability he also loses one of his legendary actions and cannot regain it until he finishes a long rest.
Ruby Restoration (1/Day). At the start of Asmodeus' turn, he can encase himself in a 10-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds. In the first round, Asmodeus is purged of any unwanted enchantment spells or effects. In the second, Asmodeus is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, Asmodeus is healed to full hit points and feels refreshed as though he had just rested a full day, regaining spells and spell-like abilities accordingly. This ability triggers automatically if Asmodeus would die or be otherwise incapable of continuing the fight.
Multiattack. Asmodeus casts a non-epic spell and makes two attacks with his Ruby Rod, he then uses his Decree of Baator, if available. Alternatively, he casts two epic spells and then uses his Decree of Baator, if available.
Ruby Rod. Melee Weapon Attack: +24 to hit, reach 5 ft., 1 target. Hit: 46 (9d6 + 15) bludgeoning damage plus 64 (8d8) fire damage.
Decree of Baator (Recharge 6). All creatures in combat with Asmodeus gain one mark of the beast of Asmodeus' choice.
Diabolical Influence. If Asmodeus is targeted for a ranged weapon or spell attack, he adds +4 to his AC, if the attack misses then he can telekinetically move the closest creature to him (aside from the creature who targeted Asmodeus for the initial attack) to take the hit instead of him. If the attack still hits, then this reaction does not take effect.
Asmodeus can take 9 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. If Asmodeus has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Asmodeus regains spent legendary actions at the start of his turn.
Attack. Asmodeus can make a ruby rod attack.
Move. Asmodeus can move up to half his speed.
Innate Spellcasting (Costs 2 Actions). Asmodeus casts a non-epic spell.
Teleport (Costs 2 Actions). Asmodeus magically teleports, along with any equipment he is carrying, as well as being able to carry any creature with him up to 480 ft that he can see.
Entomb (Costs 3 Actions). Asmodeus targets one creature he can see. That creature must succeed a DC 32 Constitution saving throw or be entombed in ice. The creature takes 135 (30d8) and then immediately gain 300 temporary hit points. While it has these temporary hit points it is petrified.
Cast an Epic Spell (Costs 4 Actions). Asmodeus casts an epic spell.
Mark of the Beast (Costs 5 Actions). Asmodeus delivers three marks of the beast to creatures he can see.
Fiendish Restoration (Costs 7 Actions). Asmodeus recovers one use of any of his innate spellcasting spells.
Devil's Indecision (Costs 9 Actions). Asmodeus asks a creature that can hear him to make a wicked choice. They must succeed a DC 30 Charisma saving throw or choose between two creatures who Asmodeus curses, picking one of the following options:
- Asmodeus casts Bestow Curse on the creature at 9th level three times.
- Asmodeus gives the creature two marks of the beast.
- Asmodeus steals one item the creature is holding and destroys it if they fail a DC 30 Strength saving throw.
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