Large Fiend (Devil, Shapechanger), Lawful Evil
Armor Class 21 (Natural Armor)
Hit Points 379 (33d10 + 198)
Speed 40 ft.
STR
23 (+6)
DEX
19 (+4)
CON
22 (+6)
INT
23 (+6)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +12, CON +14, WIS +13, CHA +16
Skills Arcana +14, Deception +16, Insight +13, Intimidation +16, Perception +13, Performance +16, Persuasion +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 300 ft., Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 150 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Devil's Sight. Magical darkness does not impede Asmodeus’ darkvision.

Innate Spellcasting. Asmodeus’ innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Control Flames, Darkness, Detect Magic, Fireball, Invisibility (self only), Major Image, Wall of Fire

3/day each: Charm Monster, Dispel Magic, Fire Storm, Suggestion

1/day each: Meteor Swarm, Plane Shift (self only), Teleport

Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Lustful Aura. Any creature of Asmodeus’ choice that starts its turn within 60 feet of him must succeed on a DC 24 Wisdom saving throw. On a failed save, the creature is charmed by Asmodeus until the start of its next turn. While charmed in this way, a creature obeys Asmodeus’ verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, the target is immune to Asmodeus’ Lustful Aura for the next 24 hours.

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

Magic Weapons. Asmodeus’ weapon attacks are magical.

Regeneration. Asmodeus regains 20 hit points at the start of each of his turns. If he takes radiant damage, this trait does not function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and does not regenerate.

Actions

Multiattack. Asmodeus makes three melee attacks: one with his claw and two with its fork. He can use Hurl Flame in place of any melee attack.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 22 Constitution saving throw or lose 14 (4d6) hit points at the start of each of its turns due to an infernal wound. Each time Asmodeus hits the wounded target with this attack, the damage dealt by the wound increases by 14 (4d6). Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Fork. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Hurl Flame. Ranged Spell Attack: +16 to hit, range 300 ft., one target. Hit: 18 (4d8) fire damage. If the target is a flammable object that is not being worn or carried, it also catches fire.

Charm. One humanoid Asmodeus can see within 60 feet of him must succeed on a DC 24 Wisdom saving throw. On a failed save, a creature is magically charmed for 1 day. The charmed target obeys Asmodeus’ verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Asmodeus’s Charm for the next 24 hours.

Teleport. Asmodeus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Change Shape. Asmodeus magically polymorphs into a Beast, Fiend (devils only), or Humanoid that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Asmodeus’ choice).

In a new form, Asmodeus retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Summon Horn Devil (1/Day). Asmodeus summons 2d6 Horned Devil (Summoner Variant). A summoned Horned Devil (Summoner Variant) appears in an unoccupied space within 60 feet of Asmodeus, acts as Asmodeus’ ally, and can summon other devils. The Horned Devil (Summoner Variant) remains until Asmodeus dies, the Horned Devil (Summoner Variant) dies, or until he dismisses it as an 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 each of his turns.

Attack. Asmodeus makes one Fork or Hurl Flame attack.

Teleport. Asmodeus uses his Teleport action.

Charm (Cost 2 Actions). Asmodeus uses his Charm action.

With the Flames (Cost 2 Actions). Asmodeus cast Fireball or Wall of Fire, from his innate spellcasting.

Description

Archdevil of Lust, Bottom Brain Driven, Wife Thief, Asmodeus ruler of the 3rd circle of Hell.

Asmodeus faintly resembles a horned devil, but with no tail or wings. He stands over 9 feet tall, with two long horns that twist upward another 2 feet. His scale like hide is a reddish–brown color, his eyes glow a sickly green, and he has razor sharp talons on his hands and feet.

Asmodeus wears a leather waist belt and loincloth, with a gold plate detailed with his symbol. On his shoulders he wears a mantle. His mantle has two shoulder pieces made of black adamantine sculpted in the likeness of an ox (left) and a ram (right), both are held in place by leather straps, and a short 3–foot long black fur cape. His wrists, fingers, and toes are decorated with expensive jewelry.

Armies of Hell. Asmodeus commands 40 legions of Horned Devil, 5 legions of Ice Devil, and 2 legions of Pit Fiend.

Combat. Asmodeus will try to avoid fighting by enticing his enemies with their deepest desires of flesh, power, or wealth. Of course, there will be a price to pay if his offer is accepted. If Asmodeus is forced into combat, he will order his Incubus and Succubus escorts to attack, while he flies on the back of his Ancient Red Dragon, and attacks from afar.

Family. Asmodeus has more children than he can count, most of them he does not even know their names, nor does he care. Some of his consorts are his children or grandchildren. Not all of Asmodeus’ consorts serve him willingly. There are no limits to Asmodeus’ perverse desires.

Well–Guarded. Asmodeus is always accompanied by a harem of 10 (3d6) Incubus and 10 (3d6) Succubus. He also has a Ancient Red Dragon bound by contract to serve him. The Ancient Red Dragon name is Raodita and his lair is at the very top of the Tower of Lust.


Archdevils of Sin

At the top of the hierarchy in Hell stand the archdevils, an elite covenant of devils, one for each of the thirteen circles of Hell. Each one given their power and position by Lucifer himself. The thirteen circles of Hell are named in order: Limbo, Pride, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, Wrath, Sloth, Treachery, and Envy.

Favor in Hell shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.

Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of Hell, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil cannot fulfill its own wish.


Power Over Hell

Archdevil’s are the masters of their own circle of Hell granting them power over it. To use any of these abilities, the archdevil must be on their own circle of Hell, and can only target an area, creature, or object on their circle with these abilities.

All Seeing. The archdevil can cast the Scrying spell, requiring no spell components, naming any person or place within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Control Weather. The archdevil can cast the Control Weather spell, requiring no spell components. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Knowledge. The archdevil can cast the Legend Lore spell, requiring no spell components, naming any person, place, or object within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Manipulate Hell. Each archdevil rules over their own circle of Hell and are able to transform the landscape as they desire. The archdevil can spend 10 minutes concentrating (as if concentrating on a spell) on an area they can see no larger than 5 square miles and reshape the landscape. No matter can be created or destroyed using this ability. The archdevil cannot affect creatures with this ability, only the landscape on their circle of Hell. The archdevil can create nonmagical plants that are not a creature, such as a tree or shrub, but no other form of life can be created.

Some examples of what this ability allows the archdevil to do are: turning a field of rocks into rolling hills of grasslands, summoning jagged spikes of glass from the ground, transform a sea from water into sand, or carve out a canyon.

Lair and Lair Actions

Circle of Lust

The 3rd circle of Hell. A barren landscape of bottomless chasms, steep mountains, sharp cliffs, and a vast tunnel system. The sky of Lust is a constant storm of screaming winds and purple lightning. The winds that constantly howl across Lust disperses any fog, gas, smoke, or vapor. The wind extinguishes nonmagical flames. Conversation can only be accomplished by shouting at close range. Incorporeal creatures and those in gaseous form cannot travel through Lust, as the screaming winds are present even in the Ethereal Plane.

The day and night cycle on the circle of Lust is similar to that on the Material Plane.

Tho many devils and other evil creatures reside inside or near the Tower of Lust, no creatures live on the surface of Lust. However, below ground in the maze of tunnels and catacombs there are many dangerous creatures, for example: Canoloth, Dhergoloth, Howler, Oinoloth, Diseased Giant Rat, Giant Bat, Giant Centipede, Giant Rat, Giant Spider, Swarm of Insects (all variants), Adult Deep Dragon, Carrion Crawler, Cave Fisher, Chitine, Choldrith, Darkmantle, Hook Horror, Piercer, Roper, Umber Hulk Cloaker, Gibbering Mouther, Nothic


Tower of Lust

There are very few structures standing on the circle of Lust. When approaching the Tower of Lust one of the first things an adventurer will notice is that the howling winds have stopped, the winds completely cease within 2 miles of the tower.

The Tower of Lust is Asmodeus’ fortress, it is encircled by a moat, 80–feet wide and 100–feet deep. At the bottom of the moat is an army of Husk Zombie waiting for an unlucky creature to fall. The only way to cross the moat is by a single stone bridge, on both sides of the bridge, where the handrails would be, there are hundreds of golden statues of humanoids and devils in provocative and sexual poses. The bridge is guarded by 10 (3d6) Barbed Devil and 2 (1d4) Pit Fiend. The devils will not let you enter the tower unless you have an invitation from Asmodeus or one of his commanders, or if you have business with Asmodeus.

The tower is about 500–feet wide, with 69 floors, and each floor is 16–feet tall. The tower is made of black iron beautifully framed with gold detail. The roof of the tower is built like a bowl, which is filled with gold, jews, and other treasure. Raodita the Ancient Red Dragon lives on the roof, sleeping atop the hoard.

Within a 2–mile radius of the tower, there is no wind. This area has simple buildings, tents, and barracks. Where devils and other evil creatures live and trade goods and services. Most of the trading that is done is that of primal pleasures.


Lair Actions

Asmodeus’ lair is the entire circle of Lust. However, depending on where he is when encountered will determine what lair actions he can take.

Lair Actions: Tower of Lust

On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects: Asmodeus cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  • Command. Asmodeus casts the Command spell (spell save DC 20) on every creature of his choice in the Tower of Lust. He need not see each one, but he must be aware that an individual is in the tower to target that creature.
  • Dash. Asmodeus moves with unnatural speed, he can move up to 60–feet without provoking opportunity attacks.
  • False Wall. Asmodeus causes up to 5 doors within the Tower of Lust to become walls, and an equal number of doors to appear on walls where there previously were none.

Lair Actions: Winds of Lust

On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects: Asmodeus cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  • Dash. Asmodeus moves with unnatural speed, he can move up to 60–feet without provoking opportunity attacks.
  • Purple Lightning. Asmodeus summons three bolts of purple lightning from the storms of Lust. Each lightning bolt strikes towards a creature of Asmodeus’ choice that he can see within 300 feet of him. A creature must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) lightning damage. On a successful save, a creature takes half damage.
  • Screaming Winds. Asmodeus summons the winds of Lust to push up to three creatures he can see within 300 feet of him. A creature must succeed on a DC 20 Strength saving throw. On a failed save, a creature is pushed 30–feet in a straight line, in a direction of Asmodeus’s choice.

Monster Tags: DevilShapechangerfiend

DaemonSultan

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