Large Fiend (Devil), Lawful Evil
Armor Class 30 Natural Armor
Hit Points 736 (20d20 + 400)
Speed 60 ft., Fly 120 ft.
STR
29 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
27 (+8)
CHA
28 (+9)
Saving Throws STR +18, CON +19, INT +19, WIS +17, CHA +18
Skills Arcana +25, Deception +25, Insight +30, Intimidation +25, Perception +30, Religion +20
Damage Vulnerabilities Radiant
Damage Resistances Acid, Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 32
Languages All can understand all languages, telepathy 1 mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time. However, if he is killed in his domain of Nessus, this does not happen.

Innate Spellcasting Asmodeus' innate spellcasting ability is Intelligence (Spell save DC 30, +25 to hit). Asmodeus can cast the following spells without needing components or expending a spell slot:

At will. Frostbite, Toll the dead, Cause fear, Inflict wounds, Thunderous smite, Pyrotechnics, Scorching ray, Animate dead, Bestow Curse, Vampiric Touch, Blight, Wall of fire, Cone of Cold, Destructive Wave, Raise Dead, Create Undead, Soul Cage, and Wall of Ice.

3/day each. Finger of death, Fire Storm, Abi-Dalzim's Horrid wilting.

1/day each. True Resurrection, Power Word Kill, Power word Pain, and Dark Star

Limited Magic Immunity. Asmodeus is Immune to spells of the 4th level or lower, unless he wants to be affected.

Regeneration. Asmodeus regains 90 hit points at the start of his turn as long as he hasn't taken any radiant damage.

Magic Weapons. Asmodeus's weapon attacks are magical.

Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Asmodeus has advantage on saving throws against magical effects.

Actions

Multiattack. Asmodeus can use his frightful presence. He then makes five attacks with either his Ruby Rod or a slam, and then one with his horns.

Slam. Melee Attack: +14 to hit, reach 10 ft., one target. Hit: 53 (10d8+8) bludgeoning damage.

Ruby Rod. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 51 (8d8 + 15 ) piercing damage.

Ranged Weapon Attack: +14 to hit, 150/600 ft., one target. Hit: 50 (9d8 + 10) fire damage or 51 (10d8+6) lightning damage.

Horns Melee Attack: +14 to hit, 4d4 piercing damage. The target must succeed on a DC 20 Charisma saving throw or get poisoned. The target must roll again every day. If they fail the saving throw, they take 3d10 poison damage. If they succeed, they are no longer poisoned.

Frightful Presence. Each creature of Asmodeus’s choice that is within 200 feet of Asmodeus and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Asmodeus's Frightful Presence.

Innate Spellcasting. As A bonus Action, Asmodeus can innately cast one spell.

Soul Bartering. Asmodeus can grant any humanoid one wish (using the spell wish) in its lifetime on the condition that the PC is bound to him after death. Asmodeus can make minor changes to the wishes if he wants. Asmodeus suffers no harmful effects from this action.

 

Bonus Actions

Now you see me. As a bonus action on his turn, Asmodeus can teleport anywhere within his line of sight or in the nine hells.

Loyalty to the Lord. As a bonus action, if Asmodeus' rod was ever knocked or taken out of his hand, he can instantly teleport it back into his palm

Reactions

Spell Absorption. While holding the Ruby Rod and another creature casts a spell that targets only him, Asmodeus cancels the effect of the spell. He can do so only until the combined level of spells he cancels in this way exceeds 10.

Legendary Actions

The 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. The Asmodeus regains spent legendary actions at the start of its turn.

Chilling Gaze (Costs 1 Action). Asmodeus target one creature within 30 ft., the target makes a Wisdom Save of DC 25 on a failed save target takes 3d10 psychic damage, the target becomes frightened for 30 seconds and gains 1 level of exhaustion. On gaining six levels of exhaustion creature doesn’t die but is dominated by Asmodeus.

Hell's Gate (Costs 2 Actions). As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Wisdom Save DC 25. The Mouth remains open for 3 rounds. A Hell's Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for five rounds (suction only during the first round).

Call of the Lord (Costs 2 actions). Asmodeus can summon eight creatures (with a challenge rating of 20 or below) who reside within 9 hells.

Contract Established (Costs 1 action). Asmodeus on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Asmodeus (his memories are altered such that it obeys Asmodeus).

Description

Asmodeus, known as the Lord of Lies, is the indisputable supreme master of the Nine Hells and lord of Nessus. His true form is that of a hundreds of miles long snake. Because of his immense size, he chose to use avatars when interacting with others. The location of his original body is unknown to everyone but Asmodeus, and anyone that discovers the truth is found dead within a day.

Each avatar holds a Ruby Rod and wears very expensive red and black clothing, each of these is valuable enough to cover for the annual national spending of any nation. Underneath these expensive garments, Asmodeus' body is wrecked with bleeding injuries. While he is in pain, he manages to give off the appearance of someone unconcerned with the pain the injuries causes him. However, all is an act from the Lord of Lies.

He used the fact that the vast majority of creatures did not predate the concept of faith like him, and therefore too young to remember his godhood, using this to his advantage by posing as a non-divine entity. Under this guise, he conducts his various plans to destroy the entire construct of the Outer Planes in a covert and manipulative manner. To accomplish these plans he needs to heal his wounds, for he is currently not powerful enough. The nourishment to heal his wounds is the soul of those who did not believe in the existence of the gods. When they die, their soul fall into the deepest corners of the Serpent's Coil in Baator, where Asmodeus truly resides. He consumes the soul to heal himself, a practice that the rest of the devils in the Nine Hells know nothing about. Thus, turning people into a lack of belief is one of Asmodeus' many plans.

Asmodeus stole a shard of evil from the Abyss to craft his Ruby Rod, triggering the Blood War of devils versus demons, law versus chaos. However, Asmodeus seeks to steal every shard of evil from the Abyss to get the demons under his command, all for the purpose to engulf the rest of the planes in a catastrophic good versus evil war.

Lair and Lair Actions

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 use the same effect two rounds in a row:

  • A tremor shakes Nessus around Asmodeus. Each creature other than Asmodeus on the ground must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • Asmodeus orders one creature to perish. His will causes one creature of his choice to be subjected by the power word kill (save DC 27). Asmodeus needn't see the creature, but he must be aware that the individual is in the lair.
  • Up to four devil creatures that Asmodeus can see use their reactions to move up to their speed and make one melee attack.

Monster Tags: DevilDemonDemon Lordfiend

Alucard_Bloodshadow

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