Large Fiend (Devil), Lawful Evil
Armor Class 26 natural armor
Hit Points 500 (20d20 + 314)
Speed 60 ft., Fly 120 ft.
STR
29 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws STR +18, CON +19, INT +19, WIS +17, CHA +19
Skills Arcana +25, Deception +25, Insight +30, Intimidation +25, Perception +30, Religion +20
Damage Vulnerabilities Radiant
Damage Resistances Acid, Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 32
Languages Common, Abyssal, Celestial, Infernal (can understand all languages, telepathy 1 mile)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Dimensional Anchor. While Asmodeus' Dimensional Anchor still exists on his plane, it encases him in a protective barrier which heals and protects him. The barrier protects Asmodeus like a 9th-level Globe of Invulnerability, rendering Asmodeus immune to all spells of 8th level or lower. This effect is generated by the dimensional anchor, so it doesn't require Asmodeus' concentration, and it cannot be affected by counter-magic such as the Dispel Magic spell. In addition, the following takes place at the end of each of Asmodeus' turns. After the third turn, the cycle resets and begins again from the first turn:

  • 1st turn: Asmodeus is automatically purged of any spell effects he chooses.
  • 2nd turn: Asmodeus is purged of any diseases, curses, or physical maladies (including lost body parts).
  • 3rd turn: Asmodeus is healed to full hit points and gains all the benefits of a long rest.

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

Limited Magic Immunity. Asmodeus is resistant to all spell damage from spells of 5th level or lower, unless he wishes to be affected as normal.

Lynchpin Deity. Asmodeus is immune to all conditions unless he chooses to be affected by them.

Magic Resistance. Asmodeus has advantage on all saving throws against magical effects.

Magic Weapons. Asmodeus' weapon attacks are magical.

Master of Magic. Asmodeus' innate spellcasting ability is Charisma (Spell save DC 26, +20 to hit).

Asmodeus can cast every spell of 6th level or higher once per day each. Every spell he casts in this way is cast at Level 9.

Asmodeus can cast every spell of 5th level or lower at will. Every spell he casts in this way is cast at Level 5.

Regeneration. Asmodeus regains 50 hit points at the start of his turn as long as he hasn't taken any radiant damage since his last turn.

Undivided Attention (Recharges after a Short or Long Rest). If the prime aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points.  All lesser aspects from Asmodeus' "I'm Not Really Here" legendary ability vanish and cannot be re-summoned for one day. Asmodeus' prime aspect grows to Huge size. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. 

Font of Devils (Mythic Form Only): When Asmodeus is in his Mythic form, his shed creates new devils to serve him in battle. At the end of every turn in combat, a single new devil appears next to Asmodeus, of varying strength depending on how much damage Asmodeus took that turn. The new devil rolls its own initiative and acts on its own turns.

Actions

Multiattack. Asmodeus can use his frightful presence. He then makes one attack with his Dominus Scepter, one with a claw, and one with his horns.

Claw. Melee Attack: +14 to hit, reach 10 ft., one target. Hit: 31 (5d8+9) slashing damage.

Dominus Scepter. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 (5d8 + 14 ) piercing damage.

Dominus Scepter. Ranged Weapon Attack: +14 to hit, 150/600 ft., one target. Hit: 27 (5d8+5) fire damage or 27 (5d8+5) lightning damage.

Horns Melee Attack: +14 to hit, 36 (5d10 + 9) piercing damage. The target must succeed on a DC 20 Constitution saving throw or add one level of exhaustion.

Frightful Presence. Each creature of Asmodeus’s choice that is within 1 mile of Asmodeus and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 day. 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 for 1 hour.

Bonus Actions

Innate Spellcasting. As a bonus action, Asmodeus can innately cast one spell with a casting time of one action or less.

Reactions

Innate spellcasting: counterspell (5th level) (+10 against any spell higher than 5th level).

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. 

"I'm Not Really Here" (Costs 3 Actions). Asmodeus summons a lesser aspect anywhere within line of sight of his primary aspect. Then, all of Asmodeus' aspects teleport up to 30 feet from their current location, and any aspect may swap places with any other. A character must pass a DC 26 Perception or Investigation check to identify which aspect is Asmodeus' primary aspect. The new lesser aspect immediately rolls its own initiative and acts on its own turns. The lesser aspect comes into existence with a maximum and current hp equal to the current hp of the primary aspect. All of Asmodeus' spells from his Master of Magic feature are shared among his aspects. Any spell affecting one aspect affects all aspects, he still can't cast each spell of 6th level or higher more than once per day, and all aspects can only concentrate on one spell at a time.

Arcane Barrage (Costs 2 Actions). Asmodeus casts a spell of 5th level or lower.

"A Deal is a Deal" (Costs 5 Actions). When one of Spork's friends are killed in battle against Asmodeus, he must immediately use this Legendary Action, even if he has no Legendary Actions left for the round. The dead character is secretly offered the chance to come back to life. If they do, they return to life with their maximum hit points, and with any wounds, missing limbs, curses, poisons, or diseases removed from them. For the rest of their existence, they are charmed by Asmodeus, though they are not required to serve or obey him in any way. They cannot target Asmodeus or his aspects with any attacks, harmful spells, or harmful actions, including area of effect spells that would contain Asmodeus in the area. Asmodeus is prohibited from harming them in the same way. Asmodeus' allies are not prohibited from harming the resurrected character, nor is the character prohibited from harming Asmodeus' allies. When Asmodeus uses this action, it costs his next five Legendary Actions, consuming future Legendary Actions if he doesn't currently have enough to pay the cost. For example, if Asmodeus has two Legendary Actions when he uses this ability, the two Legendary Actions are consumed, as are three of his Legendary Actions from the next round.

Mythic Actions

Apocalyptic Magic (Costs 2 Actions). Asmodeus casts a spell of 9th level or below. Limit once per round.

Worldbreaker Flurry (Costs 2 Actions). Asmodeus teleports anywhere he can see and then makes three Claw attacks

Supreme General of Hell. Asmodeus exhorts his hosts to ever greater service in battle. Starting from the top of the initiative order, every devil Asmodeus can see (including Himself) moves up one space in the initiative order, looping back down to the bottom of the order if they are already at the top. Limit once per round.

Lair and Lair Actions

Asmodeus resides in Nessus, the bottommost layer of the Nine Hells. By design, the place is devoid of activity, since Asmodeus values his privacy and safety. The environment is a rocky wasteland, crisscrossed by deep fissures and lacking roads, bridges, and other means of passage. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.

Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Lord's Command. Asmodeus' voice booms throughout the lair. His utterance causes one random creature in his lair to be subjected to power word pain. Asmodeus needn’t see the creature, but he must be aware that the individual is in the lair.
  • Hell's Armies. 2d4 bearded devils appear within a 20-foot sphere anywhere in Asmodeus' lair.
  • Soul Servants. Asmodeus causes damned souls to appear in the air in a 20-foot cube that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Asmodeus releases their grasp (no action required).

Regional Effects

The region containing Asmodeus' lair is warped by Asmodeus' magic, creating one or more of the following effects:

  • Beasts and nonsentient creatures grow unnaturally aggressive and territorial. Even docile or domesticated animals brought into the area go feral, attacking anything within reach.
  • The air becomes filled with the smell of sulfur and brimstone. An oppressive heat fills the air at all times.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw. On a failure, its alignment becomes Lawful Evil. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Asmodeus dies, these effects fade over the course of 1d10 days.

Monster Tags: fiend

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