Large Fiend (Devil), Lawful Evil
Armor Class 24 (Natural armor)
Hit Points 620 (40d10 + 400)
Speed 50 ft., Fly 150 ft. hover
STR
26 (+8)
DEX
22 (+6)
CON
30 (+10)
INT
25 (+7)
WIS
29 (+9)
CHA
30 (+10)
Saving Throws CON +19, INT +16, WIS +18, CHA +19
Skills Arcana +25, Deception +28, History +25, Insight +27, Intimidation +28, Nature +25, Perception +27, Persuasion +28
Damage Resistances Acid, Cold, Radiant
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft, Passive Perception 37
Languages Abyssal, Celestial, Common, Infernal, Telepathy 1 mile (unlimited range while in the Nine Hells)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Alert.  While conscious, Asmodeus cannot be surprised.  Creatures do not gain advantage on attack rolls against him for being unseen by him.

Aura of Might. Any creature who attempts to make a melee attack against Asmodeus must first make a DC 27 Wisdom saving throw.  On a failed save, the creature instead bows down and is paralyzed until the end of Asmodeus's next turn.

Avatar. Asmodeus is an avatar, one of 10 that exist throughout the Nine Hells and beyond.  Each layer of the Nine Hells houses one avatar of Asmodeus, while the 10th travels the planes to further his machinations.  If Asmodeus dies, his body is destroyed and reforms in one year.  The new body forms on the ninth layer of hell within Fortress Nessus.

Corrupt Weapons. Asmodeus’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) necrotic damage (included in the weapon attacks below).

Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

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.

Regeneration. Asmodeus regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Reverie of Nessus (recharges on a short or long rest).  If Asmodeus would be reduced to 0 hit points, his current hit point total instead resets to 600 hit points, he regains any spent uses of Innate Spellcasting and Legendary Resistance, and gains the benefit of Time Stop for 3 rounds.  Additionally, Asmodeus can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Asmodeus after his Reverie of Nessus activates.

Innate Spellcasting. Asmodeus’s spellcasting ability is Charisma (spell save DC 29, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Animate Dead, Bestow Curse (9th level), Counterspell (see "Reactions" below), Darkness, Detect Magic, Detect Thoughts, Dimension Door, Dispel Magic (8th level), Hellish Rebuke (see "Reactions" below), Project Image, Sending, Shield (see "Reactions" below)

3/day each: Create Undead (9th level), Disintegrate, Geas, Mass Suggestion, Scatter, Telekinesis, Teleport, Wall of Force

1/day each: Foresight*, Meteor Swarm, Power Word Kill, Wish

*Asmodeus casts this spell on himself before combat.

Spellcasting. Asmodeus is a 20-level spellcaster. His spellcasting ability is wisdom (spell save DC 26, +18 to hit with spell attacks). Asmodeus has following cleric spells prepared:
Cantrips (at will): Guidance, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead
1st level (5 slots): Bane, Cure Wounds, Healing Word, Shield of Faith
2nd level (4 slots): Blindness/Deafness, Silence, Spiritual Weapon, Zone of Truth
3rd level (4 slots): Magic Circle, Speak with Dead, Spirit Guardians, Spirit Shroud
4th level (4 slots): Banishment, Freedom of Movement, Locate Creature, Stone Shape
5th level (4 slots): Flame Strike, Hallow, Planar Binding, Scrying
6th level (3 slots): Harm, Heroes' Feast, Planar Ally
7th level (3 slots): Divine Word, Fire Storm
8th level (2 slots): Antimagic Field, Holy Aura
9th level (2 slots): Mass Heal, True Resurrection

Actions

Multiattack. Asmodeus can use his Gaze.  He then makes three attacks with his Ruby Rod or four attacks with his Divine Blast.

Gaze.  Asmodeus turns his magical gaze toward one creature that he can see within 60 feet of him. That target must make a DC 27 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see Asmodeus until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.

If the target fails the save, the target suffers one of the following effects of Asmodeus’s choice:

Chilling Gaze.  For one hour, whenever the target makes an ability check, attack roll, or saving throw, the target must roll a d4 and subtract the number rolled from the roll.

Fear and Weakness Gaze.  The target is affected by the Ray of Enfeeblement and Fear spells, requiring no concentration from Asmodeus.  The target can make separate saving throws against these effects normally as described in the spells.

Ruby Rod. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 20 (2d8 + 11) bludgeoning damage plus 36 (8d8) necrotic damage. 

Divine Blast. Ranged Weapon Attack: +19 to hit, range 120 ft., 1 target. Hit: 16 (1d10 + 10) necrotic damage.  This damage cannot be reduced in any way.

Summon Devil (Recharge 5-6).  Asmodeus chooses what to summon from the options listed below.

  • One CR 17 or higher devil (cannot summon himself)
  • 1d4 CR 11-16 devils
  • 2d4 CR 5-10 devils
  • 3d4 CR 4 or lower devils

A summoned devil appears in an unoccupied space within 60 feet of Asmodeus, acts as an ally of him, and can’t summon other devils. It remains until it or Asmodeus dies, or until Asmodeus dismisses it as an action.

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

Bonus Actions

Aura of Submission.  Creatures within 20 feet of Asmodeus must make a DC 27 Wisdom saving throw or become charmed for 24 hours.  While charmed, the creature treats every request Asmodeus makes as if it was a suggestion spell that cannot be resisted.  If a creature's saving throw is successful, the creature becomes immune to Asmodeus's Aura of Submission.

Crackling Death. Asmodeus shoots a bolt of lightning from his ruby rod in a 150-foot line that is 5 feet wide.  Each creature in that line must make a DC 27 Dexterity saving throw, taking 70 (20d6) lightning damage on a failed save, or half as much on a successful save.

Frigid Winds of Scorn. Asmodeus unleashes bitter cold from his ruby rod in a 75-foot cone.  Each creature in that cone must make a DC 27 Dexterity saving throw, taking 70 (20d6) cold damage on a failed save, or half as much on a successful save.

Stream of Vitriol. Asmodeus shoots a stream of acid from his ruby rod in a 150-foot line that is 5 feet wide.  Each creature in that line must make a DC 27 Dexterity saving throw, taking 70 (20d6) acid damage on a failed save, or half as much on a successful save.

Reactions

Counterspell. Asmodeus attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 8rd level or lower, its spell fails and has no effect. If it is casting a spell of 9th level, Asmodeus makes a Charisma check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Hellish Rebuke. Asmodeus points his finger, and the creature that damaged him is momentarily surrounded by hellish flames. The creature must make a DC 27 Dexterity saving throw. It takes 10d10 fire damage on a failed save, or half as much damage on a successful one.

Shield. An invisible barrier of magical force appears and protects Asmodeus. Until the start of his next turn, he has a +5 bonus to AC, including against the triggering attack, and he takes no damage from Magic Missile.

Legendary Actions

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

Attack. Asmodeus makes one Ruby Rod or Divine Blast attack.

Gaze (costs 2 actions). Asmodeus uses his Gaze.

Teleport. Asmodeus uses his Teleport action.

Mythic Actions

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

Aura of Submission (costs 3 Actions). Asmodeus uses his Aura of Submission.

Summon Devil (Costs 3 Actions). Asmodeus recharges Summon Devil and uses it.

Description

Asmodeus is the undisputed master of the Nine Hells, commanding fear and respect from all those who occupy his realm. Even the gods who dwell in the Nine Hells give Asmodeus his proper due. Though the archdevils might work to usurp him, few have the courage to act in the open.

Asmodeus’s machinations are long in the making, and they might take centuries, if not millennia, to see resolution. He works on a grand scale, carefully constructing insidious and inexplicable intrigues, maneuvering the forces of wickedness like chess pieces on a board that encompasses all the planes.

His core concerns are simple. First, he wants the power structure currently in place to remain exactly as it stands now, with him in charge. He has spies on every layer, plants in every court. No fiend knows for sure which of its minions actually serve Asmodeus, so the climate is one of justified paranoia.

Asmodeus also expands evil. He directly opposes celestials and good-aligned deities. His minions combat the agents of the Upper Planes, murdering them whenever and wherever they can.

Finally, Asmodeus wages war against the demons. He sees the untold legions as a direct threat to his supremacy.

Asmodeus is aware of every plot hatched against him. Older than the oldest archdevil, he has watched the rise and fall of other archdevils far craftier than any of Asmodeus’s contemporaries. He keeps to himself, letting his minions stew in fear of what he will do next. Of course, few have forgotten that Asmodeus emerged unscathed in the Reckoning, proving to all that he is their better.

On the Material Plane, Asmodeus has more cultists than all the other archdevils combined. Mortals who worship devils actually draw power from Asmodeus. He influences all levels of society and has followers of nearly every race, even within the strongest bastions for good. His path is the way to great and unattainable power, so his clerics are mighty men and women with influence and personal magnetism that makes them natural leaders among their kind.

A handful of beings in the multiverse know of the story of Asmodeus's true form, that of a great serpent large enough to wrap around the planes of existence and consume worlds whole.  According to legend, Asmodeus was once named Ahriman and was the embodiment of Law and Evil.  Together with the winged serpent Jazirian, they formed the multiverse and all the realms within it.  But their disagreement on where the center of the multiverse should reside led to Ahriman falling into the Nine Hells, then called Baator, crashing into the ninth layer and leaving a scar on the land known as the Serpent's Coil.

Wounded, Ahriman's blood flowed into the land and the waters.  From the crimson pools rose the first [Tooltip Not Found], and thus the first devils were born.  Newer gods, born from the roiling chaos of a multiverse left to expand infinitely without a center, rose to power as Ahriman nursed his wounds.  Once strong enough, he took the name Asmodeus.

This story would certainly be the talk of scholars and religions across the worlds, but no one dares to speak about it aloud.  All who have told the tale of Ahriman and his fall have died 24 hours later.

Lair and Lair Actions

At the endpoint of The Serpent’s Coil sits Fortress Nessus, Asmodeus’s bleak citadel. Built up around the crater where he finally landed after the fall, the fortress is a place of paradoxical splendor and bleakness. Every surface is decorated with precious metals, rare fabrics, and gems of astonishing size, but a sense of regret and despair permeates its well-appointed hallways. Though Asmodeus can summon any devil from anywhere to serve him, his fortress seems uninhabited. Vast hallways appear to stretch for miles, and muffled noises echo emptily through the corridors. Despite its apparent lack of residents, however, the sound of weeping constantly seeps through the walls.

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:

  • Endless Ranks. Asmodeus summons 1 pit fiend.  It appears in an unoccupied space within 60 feet of Asmodeus and acts as an ally to him. It remains until it or Asmodeus dies, or until Asmodeus dismisses it as an action.  This pit fiend can use it's action to summon 2d4 bearded devils, 1d4 barbed devils, or 1 erinyes.  Each creature is an ally to Asmodeus and remains for 1 minute, until it or the pit fiend dies, or until the pit fiend dismisses it as an action.  Creatures summoned by the pit fiend cannot summon other devils.
  • Majesty.  Asmodeus targets any number of creatures within 60 feet of him.  Each creature must succeed on a DC 27 Wisdom saving throw.  On a failed save, the creature becomes charmed by or frightened of Asmodeus until initiative count 20 of the next round.  Charmed creatures must use their movement to approach Asmodeus in a safe manner and fall prone at the end of their turn, bowing in reverence to the Lord of the Nine.  Frightened creatures must take the Dash action and move away from Asmodeus by the safest route possible.  If the creature can still see Asmodeus after moving, they fall prone as terror overcomes them.

Regional Effects

The Nine Hells are beholden to Asmodeus's will, which creates one or more of the following effects:

  • All Knowing.  A creature that is traveling in the Nine Hells or is within 1 mile of Fortress Nessus must succeed on a DC 27 Wisdom saving throw.  On a failure, the creature is affected by Detect Thoughts for 1 hour.  At the end of the hour, the creature must repeat the saving throw or continue to be affected.  On a success, the creature is unaffected by this effect for 24 hours.
  • All Seeing. A creature that is traveling in the Nine Hells or is within 1 mile of Fortress Nessus must succeed on a DC 27 Wisdom saving throw.  On a failure, the creature is affected by Scrying for 1 hour.  At the end of the hour, the creature must repeat the saving throw or continue to be affected.  On a success, the creature is unaffected by this effect for 24 hours.

If Asmodeus dies in the Nine Hells, these effects do not fade.  If Asmodeus dies outside of the Nine Hells, these effects fade after 1d10 days.

Necropath

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