Magic Weapons. Asmodeus's weapon attacks are magical.
Discorperation. If Asmodeus is outside of the Nine Hells and drops to zero hit points, he disappears and immediately reforms at full strength in Nessus. This trait doesn’t function inside of the Nine Hells.
Devil's Sight. Magical darkness does not impede Asmodeus's darkvision.
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to all spells of 6th level and lower.
Magic Resistance. Asmodeus has advantage on saving throws against spells and other magical effects.
Regeneration. Asmodeus regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points remaining and doesn't regenerate.
Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Asmodeus has following sorcerer spells prepared:
Cantrips (at will): Fire Bolt, Friends, Mending, Message, Minor illusion, Ray of Frost
1st level (4 slots): Chromatic Orb, Ray of Sickness, Shield, Witch Bolt
2nd level (3 slots): Hold Person, Misty Step
3rd level (3 slots): Haste, Stinking Cloud
4th level (3 slots): Blight
5th level (3 slots): Creation
6th level (2 slots): Disintegrate
7th level (2 slots): Fire Storm
8th level (1 slot): Incendiary Cloud
9th level (1 slot): Power word kill, Meteor Swarm
Innate Spellcasting. Asmodeus's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Asmodeus can innately cast the following spells, requiring no material components:
At Will: Alter self (can become Medium when changed in this way), Charm Person, Detect Magic, Fireball, Fly, Hellish Rebuke, Invisibility (self only) Suggestion
3/day each: Divine Word, Flame Strike, Feeblemind, Glibness
Multiattack. Asmodeus attacks five times: 4 times with his ruby-tipped scepter and once with his word of power. He can also cast one spell.
Ruby-tipped scepter. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 7) bludgeoning damage.
Word of Power. Each creature that he can see within 60 feet of Asmodeus must make a DC 27 Wisdom saving throw or take 40 (8d10) psychic damage, or half as much on a successful save as Asmodeus bellows a word of ancient power that resounds through the target's mind.
Asmodeus can take 5 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.
Attack. Asmodeus attacks once with his ruby-tipped scepter.
Fireball (Costs 2 Actions). Asmodeus casts Fireball.
Summon Allies (Costs 3 Actions). Asmodeus summons devils from elsewhere in the Nine Hells to fight with him. He can summon devils with a combined challenge rating of up to 10. They last for 1 hour, until they drop to 0 hit points, Asmodeus dismisses them as a bonus action, or Asmodeus's concentration is broken (as though he were concentrating on a spell).
Description
Asmodeus is the archduke of Nessus, the ninth layer of the nine hells, and is the only being in all the hells with the powers of a god (besides Tiamat). Asmodeus often presents himself as a charming human with a goatee. He is called the most humanoid of the devils, only small horns and red eyes to distinguish him from a human. He can use magic to change his appearance and is never seen without his ruby-tipped scepter by his side. Asmodeus is incredibly charming, charismatic, and polite.
Lair and Lair Actions
Asmodeus’s lair. Asmodeus lives in the gigantic hollow spire-citadel of Malsheem, which grows out of an immense rift that goes on down forever, located in Nessus, the ninth layer of the Nine Hells. As well as being where he lives, Malsheem is where Asmodeus keeps the souls in his custody.
Lair Actions.
On initiative count 20 (losing initiative ties), Asmodeus can take a lair action to cause one of the following effects, but he can’t use the same effect two times in a row:
- Asmodeus summons the spirits of some of the countless souls in his custody. 2d4 ghosts appear and act on Asmodeus’s initiative count. They disappear when they drop to 0 hit points or at the end of Asmodeus’s next turn.
- Asmodeus causes ghostly darkness to rise up from the rift Malsheem sits in at a point within 120 feet of him. The darkness fills a 20-foot cube, and any creature that starts it’s turn in the darkness must make a DC 27 Dexterity saving throw, taking 36 (3d12) necrotic damage on a failed save, or half as much on a successful save.
- Asmodeus casts Fireball.
Regional Effects.
The region containing Asmodeus’s lair is altered by his mere presence, creating one or more of the following effects:
- Each time a creature attempts to tell the truth to anyone but Asmodeus must first make a DC 27 Wisdom saving throw. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.
- Within 10 miles of the lair, the smell of stinking cinders and ash assault the noses of creatures.
- Within 10 miles of the lair, a crackling thunderstorm booms overhead with red lightning, but strangely no rain. At the end of every hour roll percentile dice. On an even roll, thunder booms incredibly loudly and each creature who doesn’t live on Nessus must make a DC 27 Constitution saving throw or be deafened for 1 minute.
If Asmodeus dies, these effects fade over the course of 1d10 days.
- If Asmodeus dies, these effects fade over the course of 1d10 days.
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