Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft., Fly 80 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
23 (+6)
WIS
23 (+6)
CHA
23 (+6)
Skills Deception +12, Insight +12, Perception +12, Persuasion +12
Damage Resistances Lightning, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 240 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Aura of Submission. While the Aspect of Asmodeus is wielding the Ruby Rod, a creature that starts its turn within 20 feet of the Aspect of Asmodeus must succeed on a DC 20 Wisdom saving throw, unless the Aspect of Asmodeus is incapacitated. On a failed save, the creature must kneel and bow before the Aspect of 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 the Aspect of Asmodeus's Aura of Submission for the next 24 hours.

Innate Spellcasting. The Aspect of Asmodeus's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, hellish rebuke (4th level), identify, [spelll]misty step[/spell], shield

2/day each: chain lightning, cone of cold, greater invisibility, mass suggestion, mislead, telekinesis

1/day each: dominate monster, prismatic spray, project image

Legendary Resistance (1/Day). If the Aspect of Asmodeus fails a saving throw, it can choose to succeed instead.

Regeneration. The Aspect of Asmodeus regains 10 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Asmodeus dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The Aspect of Asmodeus is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks) and it needs only verbal components to cast its spells. It 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, silence, zone of truth

3rd level (3 slots): mass healing word, remove curse, spirit guardians

4th level (3 slots): banishment, freedom of movement, guardian of Faith, locate creature

5th level (2 slots): dispel evil and good, flame strike, mass cure wounds, unholy weapon

6th level (1 slot): blade barrier, heal

7th level (1 slot): divine word

Swift Caster. While wielding the Ruby Rod, the Aspect of Asmodeus can use a bonus action to cast a spell that has a casting time of one action.

Actions

Multiattack. The Aspect of Asmodeus attacks twice with its Ruby Rod and uses its Chill Gaze.

Ruby Rod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is a creature, it must make a DC 20 Wisdom saving throw. On a failed save, the creature must kneel and bow before the Aspect of 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.

Chill Gaze. The Aspect of Asmodeus turns its magical gaze toward one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw. On a failed save, the creature takes 16 (3d6 + 6) 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 until the end of the Aspect of Asmodeus's next turn. On a successful save, the target takes half as much damage.

Teleport (Recharges 5-6). The Aspect of Asmodeus magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.

Legendary Actions

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

Chill Gaze. The Aspect of Asmodeus uses its Chill Gaze.

Command Submissive. The Aspect of Asmodeus targets one creature frightened by it that it can see within 60 feet of it. The target uses its reaction to move up to half its speed and make one weapon attack against a creature of Aspect of Asmodeus's choice that it can see.

Teleport. The Aspect of Asmodeus uses its Teleport action, if available.

Ruby Rod (Costs 2 Actions). The Aspect of Asmodeus attacks with its Ruby Rod.

Cast a Spell (Costs 1-4 Actions). The Aspect of Asmodeus expends a spell slot to cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Description

Asmodeus, despite being the most powerful fiend in the known multiverse, ironically does not make it difficult to grant a petitioner an Aspect. However, the petitioner must willingly sign away his soul in eternal servitude to Asmodeus.

 The Aspect of Asmodeus may not match the cunning and calculating logic of its progenitor, but it still captures the Lord of Nessus's magnetic appeal. The Aspect appears as a 13-foot tall, dark-skinned man with extremely handsome features. Two short curving horns sprout from its forehead and its eyes glow a malevolent red. It wears a rich crimson robe made from the most expensive materials and wields a faux version of the Archfiend's Ruby Rod. The Aspect exudes a charismatic aura that captivates any that look at it to kneel and bow in reverence and adoration.

 While it may lack its progenitor's brilliant tactical mind, the Aspect is still a mighty being to face. Its spell abilities are already more than enough to defeat most heroes. But with the Ruby Rod in its hand, the Aspect is a very formidable opponent able to force enemies into submission, cast spells effortlessly, and freeze foes with a stare.

Monster Tags: Devilfiend

SadHorizon

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