Large Fiend (Devil), Lawful Evil
Armor Class 26 (natural armor)
Hit Points 274 (36d8 + 144)
Speed 70 ft., Fly 200 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +18, WIS +18, CHA +18
Skills Deception +25, Perception +14
Damage Vulnerabilities Radiant
Damage Resistances Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages Common, Infernal, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Hellish Weapons. Asmodeus's weapon attacks are magical. When Asmodeus hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack).

Fiendish Resilience. Asmodeus heals the damage he might have taken from a fire attack.

Infernal Blood. If Asmodeus is hit with any piercing or slashing damage, roll a d6. If you roll a 1, a pit fiend will be created in 1d4 hours on the same tile that Asmodeus was occupying:

Innate Spellcasting. Asmodeus's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: detect evil and goodfireballhellish rebuke, control flamesgreater invisibility (self only)

3/day each: aganazzar's scorcher, dispel evil and good, animate deaddominate monster

1/day each: power word stun, dimension doorsummon greater demon (summons devils instead)

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

Actions

Multiattack. Asmodeus makes two staff attacks and casts a spell.

Staff. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 27 (6d8) fire damage.

Draining Touch (2/Day). Asmodeus touches another creature. The target is magically drained of energy, gaining a level of exhaustion. Asmodeus is then cured of any conditions. Melee Spell Attack: +10 to hit, reach 5 ft., one target.

Bonus Actions

Asmodeus makes one Staff attack

Asmodeus casts one At Will spell

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. The solar regains spent legendary actions at the start of its turn.

Teleport. Asmodeus magically teleports, along with any equipment it is wearing or carrying, up to 180 feet to an unoccupied space it can see.

Branding Burst (Costs 2 Actions). Asmodeus emits hellish, infernal energy. Each creature of its choice in a 10-foot radius must make a DC 25 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Visage of the Fallen Angel (Costs 5 Actions). Asmodeus targets one creature it can see within 90 feet of it. If the target can see it, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. In additon the target takes 10d12 psychic damage

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/5/2022 6:11:05 PM
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Monster Tags: Devil

CGBoy

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