Dreadful. Asmodeus can use a bonus action to appear beautiful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be envious (50% chance to attack/ 50% chance to try and steal from him) until the start of the creature’s next turn.
Innate Spellcasting. Asmodeus innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image
3/day each: counterspell, dispel magic, fly, suggestion, wall of fire
1/day each: dominate monster, symbol (stunning only)
Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Asmodeus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bael’s weapon attacks are magical.
Multiattack. Asmodeus makes two melee attacks.
Golden WHIP. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d6) Psychic damage.
Infernal Command. Each ally of Asmodeus within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Teleport. Asmodeus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
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. Bael regains spent legendary actions at the start of his turn.
Attack (Costs 2 Actions). Asmodeus attacks once with his hellish morningstar.
Awaken Greed. Asmodeus casts charm person or major image.
Infernal Command. Asmodeus uses his Infernal Command action.
Teleport. Asmodeus uses his Teleport action.
Comments