Huge Fiend (Devil), Lawful Evil
Armor Class 24 Natural Armor
Hit Points 625 (30d20 + 300)
Speed 60 ft., Fly 60 ft.
STR
26 (+8)
DEX
22 (+6)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +17, INT +17, WIS +17, CHA +19
Skills Arcana +16, Deception +18, Perception +16, Persuasion +18, Religion +20
Damage Vulnerabilities Radiant
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 240ft., Truesight 120ft., Passive Perception 24
Languages Abyssal, Celestial, Common, Infernal Abyssal, Celestial, Common, Infernal, understands all languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting (3/Day each). Asmodeus can innately cast Divine word, Alter Self, Antimagic Field, Banishing Smite, Bestow Curse, Dominate person, Geas, Imprisonment, Incendiary Cloud, Prismatic Wall & Forbiddance.(Spell save DC 25) His spellcasting ability is Charisma.

Legendary Resistances (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Asmodeus's weapon attacks are magical.

King of Hell. Asmodeus is the undisputed King of Hell. All devils have disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds.

Royal Decree. Asmodeus can cast Command at will, and when he targets devils he can cast it as a 9th level spell. Devils who have sworn fealty to him automatically fail their saving throws.

Ruby Rod of Asmodeus. Asmodeus wields the Ruby Rod, one of the most powerful artifacts ever created. Among other things, it acts as a Rod of Rulership (DC 25), and devils have disadvantage according to King of Hell. Once per day, if he strikes a devil with it, the devil must make a Constitution Saving Throw (DC 25) or die. If the devil is kneeling, the saving throw automatically fails. Also, any fiend who attacks Asmodeus while he's wielding the rod must make a Wisdom Saving Throw (DC 25) or lose its Action, overcome by the powerful presence of the king. If this happens, Asmodeus can use a reaction to use Royal Decree on the fiend in question (targeting only that fiend).

Hurl Through Hell: When Asmodeus hits a creature with an attack, it can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of Asmodeus' next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 8d10 psychic damage and makes a sanity saving throw as it reels from its horrific experience.

Once this feature has been used, it cannot be used again until after a long rest.

Actions

Multiattack Asmodeus can use his frightful presence. He then makes three attacks one with scepter, one with his hand (punch) and one with his tail.

Scepter. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (6d8 + 7 ) piercing damage.

Ranged Weapon Attack +14 to hit, 150/600 ft., one target. Hit: 12 (4d12 + 5) fire damage.

Dragon's Breath. (Recharge 5-6) Asmodeus has has the ability to unleash the breath weapon of a few different chromatic dragons. Black (15x5 ft. line, DC 14 Dex Save, 4d8 acid dmg on fail or half dmg on save), Blue (30x5 ft. line, DC 14 Dex save, 3d10 lightning dmg on fail or half dmg on save), and White (15 ft. cone, DC 14 Con save, 4d8 cold dmg on fail or half on save).

Punch. Melee Weapon Attack +14 to hit, reach 5 ft., one target. Hit (4d8 + 7 ) Bludgeoning damage plus (3d6) fire damage.

Tail Whip. Melee Weapon Attack +16 to hit, reach 10 ft., one target.Hit (3d6 + 7) Bludgeoning damage plus (3d6) fire damage

Frightful Presence. Each creature of Asmodeus’s choice within 240 feet and aware of him must succeed on a DC 24 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 for the next 24 hours.

Death Wish. Asmodeus can grant any humanoid three wishes in its lifetime on the condition that when it gives a piece of flesh and on it’s death when in its summoned to be resurrected it shouldn’t refuse (on agreeing the creatureis magically bound to the contract even if wishes aren’t fulfilled according to his desires). Asmodeus can make minor changes to the wishes if he wants.

Bonus Actions

Asmodeus can cast any of the spells from his innate spellcasting as a bonus action.

Legendary Actions

Asmodeus can take 3 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.

Chilling Gaze (Costs 1 Action). Asmodeus target one creature within 30 ft., the target makes a Constitution Save of DC 25 on a failed save target takes 2d10 psychic damage and the target becomes frightened for 1 minute.

Call of the Lord (Costs 2 actions.) Asmodeus can summon three creatures (with a challenge rating of 5 or below) who resides 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).

Mythic Actions

If Asmodeus falls to 0 hit points, he can choose to resurrect himself and regain 250 hit points. He will summon a demogorgon within 30ft of himself and gain the following mythic actions to use as legendary actions.

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 30 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Strength Save DC 22. The Mouth remains open for 1 minute. 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 any creature sucked in is thrown 60 ft from the portal and knocked prone.

Hell on Earth (Costs 1 action.) Asmodeus can cause 60 ft., centered on himself, to turn into that of any environment in Hell. Any creature that enters or is in the area at the end of their turn makes a DC 23 constitution saving throw. On a failure they take 5d8 fire, cold, lightning, or psychic dmg (depending on the environment chosen) and take half on a success. 

Description

Asmodeus was an archdevil before the Spellplague. An ever ambitious and careful creature, Asmodeus retained his position all through the Reckoning of Hell, unlike many of the other archdevils. Asmodeus was lord of Nessus, the Ninth Layer of Hell, though he was generally recognized as lord of all of his divine dominion of Baator, which lay within the Astral Sea. He is now the undisputed ruler of all the nine hells and leads the fiends and devils of the plane with an iron fist.

Lair and Lair Actions

The throne room of the Temple of Nessus is lined with polished obsidian walls and floors and massive brimstone pillars covered in torches burning with magical hellfire. Asmodeus is the greatest lord of hell and knows all that transpires here.

Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects; Asmodeus can’t use the same effect two rounds in a row:

  • Asmodeus can choose any two creatures in the throne room to make a sanity saving throw at disadvantage.
  • Asmodeus can choose any creature in the throne room to learn about them. The target must make a DC 24 Intelligence saving throw. ON a failed save, Asmodeus learns their name, race, home, what brought them here, and their complete history over the last year to date.
  • Asmodeus can cast the spell True Polymorph on any creature in the throne room, turning them into a beast CR 1/8 or lower. The effects of the spell end if concentration is broken, he uses the action again, or casts a different spell requiring concentration.

Regional Effects

Nessus is a region of extreme terror and heat and is under complete control of Asmodeus, which creates one or more of the following effects:

  • If a fiend dies anywhere in Nessus, Asmodeus will be informed where, how, and when the fiend died.
  • Any fiend in the nine hells can telepathically speak to Asmodeus as a bonus action to convey a short message.
  • Once per long rest, Asmodeus can summon a group of three fiends of CR 8 or lower anywhere in Nessus.

If Asmodeus dies, the very foundations of hell begin to crumble. The entire plane will cease to exist unless a new arch-devil takes the throne.

Monster Tags: Devilfiend

rsdrake3

Comments

Posts Quoted:
Reply
Clear All Quotes