Medium Swarm of Large fiends, Chaotic Evil
Armor Class 30 Natural
Hit Points 736 (20d20 + 400)
Speed 120 ft., Walk 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 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 240ft, Truesight 120ft, Passive Perception 32
Languages Abyssal, Celestial, Common (can understand all languages, telepathy 1 mile), Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait:

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

Spellcasting.

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, 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.

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

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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).

Mythic Actions

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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.

brandonmoore212121

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