Aura of Submission. While Asmodeus is wielding the Ruby Rod, a creature that starts his turn within 20 feet of Asmodeus must succeed on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased. If a creature's saving throw is successful, the creature is immune to Asmodeus's Aura of Submission for the next 24 hours.
Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Nessus, the bottommost layer of the Nine Hells, and is unable to take physical form for a time.
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. Asmodeus's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), chain lightning, cone of cold, detect magic, dispel magic, identify, hellish rebuke (8th level), greater invisibility, mass suggestion, mislead, misty step, shield, telekinesis
3/day each: delayed blast fireball, dominate monster, prismatic spray, plane shift, programmed illusion, project image, symbol
1/day each: foresight, meteor swarm, power word kill, wish
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Magic Weapons. Asmodeus's weapon attacks are magical.
Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit points at the start of his turn.
Swift Caster. While wielding the Ruby Rod, Asmodeus can use a bonus action to cast a spell that has a casting time of one action.
Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcastingability is Wisdom (spell save DC 27, +19 to hit with spell attacks) and he needs only verbal components to cast his spells. He has the following cleric spells prepared:
Cantrips (at will): guidance, mending, thaumaturgy, toll the dead
1st level (4 slots): command, healing word, sanctuary
2nd level (3 slots): hold person, locate object, zone of truth
3rd level (3 slots): mass healing word, remove curse, spirit guardians
4th level (3 slots): banishment, divination, freedom of movement, locate creature
5th level (3 slots): dispel evil and good, flame strike, geas, legend lore, mass cure wounds, scrying, unholy weapon
6th level (2 slots): blade barrier, harm, heal, word of recall
7th level (2 slots): divine word, fire storm, ,resurrection
8th level (1 slot): antimagic field, unholy aura
9th level (1 slot): gate, true resurrection
Multiattack. Asmodeus attacks twice with his Ruby Rod and uses his Chill Gaze.
Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must make a DC 27 Wisdom saving throw. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased, unless Asmodeus forces it to (see Command Submissive below).
Chill Gaze. Asmodeus turns his magical gaze toward one creature he can see within 120 feet of it. The target must succeed on a DC 24 Constitution saving throw. On a failed save, the creature takes 31 (6d6 + 10) cold damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the target takes half as much damage.
Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus magically creates a 5-foot radius spherical wall of force centered on Asmodeus that lasts until the start of Asmodeus's next turn. This wall of force functions as both the wall of force and the antimagic field spells. While inside this sphere, Asmodeus can function as if under the time stop spell. In addition, Asmodeus is automatically purged of any unwanted physical and magical conditions, enchantments or effects, diseases, and maladies (including lost body parts). Furthemore, Asmodeus regains all hit points and gains the benefits of someone that has completed a long rest.
Teleport. Asmodeus magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Asmodeus can take 4 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.
Chill Gaze. Asmodeus uses his Chill Gaze.
Command Submissive. Asmodeus targets one creature that is kneeling and bowing he can see within 60 feet of him. The target uses its reaction to move up to half its speed and make one weapon attack against a creature of Asmodeus's choice that he can see.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus attacks with his Ruby Rod.
Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus. Depending on Asmodeus's choice, the number rolled on the die is subtracted from an attack roll made against Asmodeus or an ally of his choice or a saving throw roll made against Asmodeus within the next minute. Alternatively, the number rolled can be added to Asmodeus's next ability check, attack roll or saving throw within the next minute, if he so chooses. Asmodeus can keep up to 3 Master Strategist dies at a time.
Cast a Spell (Costs 1-4 Actions). Asmodeus expends a spell slot to cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.
Summon Pit Fiend (Costs 4 Actions). Asmodeus magically summons a Pit Fiend. The devil appears in an unoccupied space within 60 feet of Asmodeus, acts as Asmodeus's ally, and can summon other devils if it has such power. The devil remains until Asmodeus dies or until he dismisses it as an action.
Description
Asmodeus, the Lord of Nessus, is the supreme master of the Nine Hells. Deep within The Pit, the lowest point of all of Baator, Asmodeus sits on his throne as he leads the eight archdukes of Hell and schemes towards the total conquest of the cosmos. Asmodeus believes that existence would be better off if he was to rule it. His main goal is to destroy all of creation and rebuild it in his image, pure and serene with him at the top. Those who do not know his true capabilities see this as an arrogant vision bound to fail, if only they knew that Asmodeus is one, if not the most, intelligent and competent creatures in the plane of existence.
Being the most cunning of all, Asmodeus has the rest of the archdukes in the palm of his hands. While the other archdevils may have incredible power and sizable armies, Asmodeus is able to diffuse hostilities through his incredible charisma and unassailable logic. The other archdukes are incredibly wary of raising arguments with Asmodeus, for fear of being drawn to a contract that they know will only benefit him.
Majestic Ruler. No one knows the true form of Asmodeus, but he often appears as a 9-foot-tall humanoid with dark red skin, long black hair, and two horns. He is always dressed in an expensive-looking majestic black and red robe, covering the still bleeding wounds from his body that he gained when he was forcefully exiled to the Pit a millennia ago. The wounds, though centuries old, never cease to bleed, and yet Asmodeus is able to keep his calm demeanor befitting the regal station of a supreme ruler. Asmodeus is never without the Ruby Rod, an all-powerful artifact given to him by Primus which he uses to bind souls into an unbreachable contract. Through the ages, Asmodeus has learned to channel the Ruby Rod which has evolved his powers to the godly levels.
Nessus. Nessus, the lowest layer of the Nine Hells, is a barren plain devoid of any life or activity. The ground on Nessus is extremely flat, and is dotted with massive gouges, gorges, and canyons that are miles across and dozens of miles deep. Wooden bridges in various states of disrepair are scattered across some of the gouges. Deep below the gouges that span several miles deep, pit fiends and all kinds of devils cling to the walls and outcroppings, waiting for any soul unfortunate enough to have fallen into Nessus.
Most of the canyons and gouges in Nessus end in fiery pits of lava except for the ones that houses the creatures that form Nessus’ great army.
Fortress Nessus. Notable among these locations is Malsheem, an enormous city that is home to Fortress Nessus, Asmodeus’ stronghold. The citadel sits at the very bottom of the Pit, and is only accessible to those he calls upon. While Nessus is a barren wasteland, the insides of the fortress is like that of a magnificent castle, intricately designed and furnished in gold and other expensive elements. Those that step in are immediately weighed down by the stifling aura of despair. Asmodeus’ throne sits at the bottom of the fortress, and is guarded by pit fiends, cornugons, and his generals. Any creature that manages to find Asmodeus himself will first have to deal with the immense aura of submission that comes from him. Asmodeus loathes mortals and weaker creatures and will usually not appear nor accept their challenge. Instead, he sends his most powerful generals to dispose of them.
Unassailable Logician. Asmodeus is one of the most powerful beings in the cosmos. Aside from being a mighty divine caster, his time with the Ruby Rod has given him even more deadly abilities. But what makes Asmodeus a truly dangerous opponent is his unmatched logic. If ever he finds himself in combat with equally powerful beings, Asmodeus will constantly explain to them the error in their ways, even while he is being assaulted. Halfway through the fight, he would have already planted the seeds of doubt in his opponents, who will slowly begin to question themselves and the necessity of fighting Asmodeus. By the time the fight is over, his opponents would be divided, and some would have already joined his side.
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