Legendary Resistance(3/Day). Auto Succeed
Magic Resistance. Asmodues has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Asmodeus's weapon attacks are magical
Aura of Submission. When a creature starts their turn and can see Asmodeus they must make a DC 26 Charisma saving throw or be charmed by him. At the end of each of their turns, victims can reroll the saving throw with a success ending the effect. Once the success the target is immune to the aura for 24 hours.
Aura of Might. Anyone attemption to attack Asmodeus they must first succeed on a DC 20 Charisma saving throw. Failure means that the attacker does not attack, but bows down, becoming prone until the start of the next turn. Once a saving throw is successful against the aura they are immune to it for 24 hours.
Channel Divinity Touch of Death. the next melee attack deals 45 extra necrotic damage this ignores necrotic resistance.
Innate Spellcasting. Spellcasting ability is Charisma (spell save DC 26) Asmodeus can innately cast the following spells, requiring no material components:
Cantrips (at will): [Charm Person], [Dispel Magic], [Fire Storm], [Geas], [Resurrection], [Suggestion]
3/Day each: [Dominate Monster], [Meteor Swarm], [Power Word Kill], [Power Word Stun]
Cantrips: [Guidance], [Light], [Mending], [Resistance], [Sacred Flame], [Spare the Dying], [Thaumaturgy]
1st Level (4 Per Day): [Bless], [Command], [Healing Word], [Guiding Bolt]
2nd Level (3 Per Day): [Enhance Ability], [Hold Person], [Lesser Restoration], [Silence], [Spiritual Weapon]
3rd Level (3 Per Day): [Dispel Magic], [Counterspell], [Mass Healing Word], [Revivfy], [Spiritual Guardians]
4th Level (3 Per Day): [Banishment], [Freedom of Movement], [Guardian of Faith]
5th Level (3 Per Day): [Flame Strike], [Contagion], [Greater Restoration], [Mass Cure Wounds], [Planar Binding], [Wall of Stone]
6th Level (2 Per Day): [Blade Barrier], [Forbiddance], [Harm], [Heal], [Planar Ally], [Word of Recall], [Otto's Irresistable Dance], [Globe of Invulnerability], [Wall of Ice]
7th Level (2 Per Day): [Divine Word], [Fire Storm], [Plane Shift], [Resurrection], [Teleport], [Reverse Gravity], [Finger of Death]
8th Level (2 Per Day): [Antimagic Field], [Earthquake], [Holy Aura], [Incendiary Cloud], [Sunburst]
9th Level (2 Per Day): [Gate], [Mass Heal], [True Resurrection], [Wish], [True Polymorph], [Time Stop], [Power Word Kill], [Meteor Swarm], [Imprisonment]
Action Name. Asmodues can make 3 attacks or 1 attack and a spell.
Ruby Rod. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 22 (3d8 + 9) [bludgeoning] damage plus 13(2d12) fire damage.
Line of Lightning. As an action, the wielder can cast lightning bolt.
Line of Acid. As an action, the wielder can cat Melf's acid arrow with +15 to hit. On a hit, the target takes 8d4 damage immediately and 4d4 damage at the start of its next turn.
Cone of Cold. As an action, the wielder can cast cone of cold
Reverie of Nessus (1/Day). Once per day, the wielder can be encased in a 5-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds. At the start of the first round, the wielder is automatically purged of any unwanted enchantment spells or effects. At the start of the second round, the wielder is purged of any diseases, poisons, or physical maladies (including body parts). At the start of the third round, the wielder gains the effects of a Long Rest. The ability triggers as a reaction if the wielder ever fails a save against an unwanted enchantment spell or effect, such as a charm person.
Attack. Make an attack against a single target
Spell(2 actions). Asmodeus can cast a spell
Teleport
Chains of Hell(3 actions): Target creature within 30 feet of Asmodeus. The target is wrapped in magical chains of fire and restrained. The restrained target takes 8d6 fire damage at the start of each of its turn. It can take an action DC 17 strength check to break the chains.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Asmodeus takes a lair action to cause one of the following effects; the Asmodeus can’t use the same effect two rounds in a row:
- Fire Storm. Asmodeus creates a fire storm in the room all creatures in the lair within 120 feet of Asmodeus must succeed on a DC 23 Con save or take 3d6 fire damage.
- Visions of Hell Fire. Asmodeus chooses 6 creatures creatures that he can see within 60 ft. The creatures must succeed on a DC 23 Wisdom saving throw or gain vulnerability to fire damage until the end of Asmodeus' next turn
- Asmodeus's Blood. Drops of blood fall from Asmodeus's wounds fall to the floor. For the next 1d4 rounds a Pit Fiend forms from the drops of blood.
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