Large Fiend (Devil), Lawful Evil
Armor Class 26 (natural armor)
Hit Points 1416 (142d10 + 635)
Speed 120 ft., (hover)
STR
26 (+8)
DEX
28 (+9)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +17, DEX +18, CON +16, INT +19, WIS +19, CHA +19
Damage Resistances Cold, Necrotic
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 29
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Authority of Nessus. Any creature hostile to Asmodeus that starts its turn within line of sight of him must succeed on a DC 27 Wisdom saving throw at the end of each of its turns. On three fails, it is under the effects of [/spell]dominate monster[/spell] for 24 hours. On three successes, it is immune to Authority of Nessus for 24 hours. Furthermore, when a creature that can see Asmodeus attacks it with a melee attack, it takes 18 (3d6) fire damage.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 32, +24 to hit with attack spells). Asmodeus can innately cast the following spells, requiring no material components, and all are cast at ninth level:

At will: animate dead, detect magic, dispel magic, fear, geas, hold monster, ice storm, mass suggestion, plane shift, suggestion, thunderwave, wall of fire, wall of ice, blight, chain lightning, hellish rebuke, counterspell

1/day each: gate, power word kill, meteor swarm, wish, forcecage, true polymorph, dominate monster

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

Limited Magic Immunity. Unless Asmodeus wishes to be affected, he is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects.

Lucky (3/Day). Whenever Asmodeus makes an attack roll, ability check, or saving throw, he can choose to reroll all of the dice and use either result.

Magic Vulnerability. Whenever Asmodeus takes damage from spells, he takes double damage.

Master of Hellfire. Whenever Asmodeus deals fire damage, the effect or attack's damage deals maximum damage. Furthermore, his attacks treat immunity as resistance. Invulnerable effects are also treated as objects with 1,000 hit points, which cannot benefit from resistances or immunities.

Regeneration. Asmodeus regains 40 hit points at the start of his turn.

Ruby Rod of Asmodeus. The Ruby Rod of Asmodeus is a +5 epic artifact that does an extra 36 (8d8) fire damage on a hit and double damage to celestials.

 
Actions

Multiattack. Asmodeus makes three Slam or Ruby Rod attacks.

Ruby Rod of Asmodeus. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 38 (2d12 + 14) bludgeoning damage plus 64 (8d8) fire damage.

Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 78 (12d12 + 8) bludgeoning damage. On a hit, a creature's movement speed is reduced to 0 until the start of Asmodeus's next turn. This attack deals double damage to objects and structures.

Hellfire Pillar (Recharge 5-6). Asmodeus chooses a point on the ground that he can see within 480 feet of him. A cylinder of hellfire, 100 feet tall with a 20-foot radius, rises from that point and lasts for 1 minute. When a create enters the cylinder for the first time or starts its turn there, it must make a DC 27 Dexterity saving throw, taking 120 (20d6) fire damage on a failure, or half as much damage on a success.

Wrath of Hell (3/day). Asmodeus magically summons 18 Erinyes; 6 pit fiends; or Archduke Zariel of Avernus, Bel, and Kostchtchie. These creatures do not have legendary actions and cannot summon any creatures. Whenever Asmodeus takes damage while these summonses are alive, Asmodeus takes no damage and the summons take twice the damage.

 
Reactions

Invincibility (9/day). When Asmodeus takes damage from any source, he can reduce that damage to 0. 

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. If Asmodeus has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Asmodeus regains spent legendary actions at the start of his turn.

Attack. Asmodeus can make a ruby rod or slam attack.

Move. Asmodeus can move up to half his speed.

Regenerate. Asmodeus regains 40 hit points.

Recharge (Costs 3 actions). Asmodeus recharges hellfire pillar.

 

Lair and Lair Actions

Lair Actions

While anywhere within the plane of Nessus, Asmodeus can take a domain action as long as he is not incapacitated. On initiative count 20 (losing initiative ties), Asmodeus can draw on the infernal power Nessus to take a lair action.

  • Wrath of Hell. Asmodeus uses his Wrath of Hell ability.

 

fred_GI

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