Spellcasting. Asmodeus is a 10th level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +20 to hit with spell attacks). Asmodeus has the following spells to cast
Cantrips (at will): [Inflict Wounds], [Fear], [Fireball], [Weird], [True Resurrection], [True Polymorph], [Storm of Vengeance], [Shapechange], [Prismatic Wall], [Meteor Swarm], [Mass Pain], [Imprisonment], [Gate], [Foresight], [Astral Projection], [Sunburst], [Power Word Stun], [Mind Blank], [Maze, [Incendiary Cloud], [Unholy Aura], [Gilbness], [Feeblemind], [Earthquake], [Dominate Monster], [Demiplane]. [Control Weather], [Clone], [Antipathy], [Antimagic Field], [Animal Shapes], [Teleport], [Symbol], [Simulacrum], [Sequester], [Reverse Gravity], [Resurrection], [Project Image], [Regenerate], [Mirage Arcane], [Plane Shift], [Prismatic Spray], [Magnificent Mansion], [Forcecage], [Fire Storm], [Finger of Death], [Etherealness], [Delayed Blast Fireball], [Wall of Ice], [Programmed Illusion], [Move Earth], [Mass Suggestion], [Harm], [Globe of Invulnerability], [Freezing Sphere], [Forbiddence], [Flesh to Stone], [Disintegrate], [Contingency], [Circle of Death], [Wall of Stone], [Wall of Force], [Telekinesis], [Seeming], [Reincarnate], [Planar Binding], [Passwall], [Modify Memory], [Mass Inflict Wounds], [Mislead], [Legend Lore], [Hold Monster], [Greater Restoration], [Flame Strike], [Dream], [Dominate Person], [Dispel Evil and Good], [Contagion], [Contact Other Plane], [Cone of Cold], [Antilife Shell], [Animate Objects], [Wall of Fire], [Private Sanctum], [Polymorph], [Resilient Sphere], [Phantasmal Killer], [Locate Creature], [Ice Storm], [Hallucinatory Terrain], [Greater Invisibility], [Fire Shield], [Fabricate], [Dominate Beast], [Dimension Door], [Death Ward], [Conjure Minor Elementals], [Confusion], [Compulsion], [Banishment], [Water Walk], [Vampiric Touch], [Tongues], [Sleet Storm], [Revivify], [Remove Curse], [Phantom Steed], [Nondetection], [Major Image], [Fireball], [Dispel Magic], [Create Food and Water[, [Counterspell], [Bestow Curse], [Zone of Truth], [Suggestion], [Mirror Image], [Locate Object], [Heat Metal], [Flaming Sphere], [Flame Blade], [Detect Thoughts], [Darkness], [Alter Self], [Silent Image], [Magic Missile], [Mass Cure Wounds], [False Life], [Disguise Self], [Create or Destroy Water], [Command], [Charm Person], [Burning Hands], [Cure Wounds] He can cast every cantrip as well.
2/day: [Wish], [Power Word Kill].
Ruby Rod of Asmodeus
Ruby Rod of Asmodeus. Melee Weapon Attack: +25 to hit, reach 10 ft., 1 target. Hit: 49 (10d6 + 19) [fire or cold] damage.
Beam of Flame: RangedWeapon Attack: +14 to hit, range 10/120 ft., 1 target. Hit: 49 (10d6 + 19 [fire] damage. On a missed attack the target takes half damage. On a successful hit, the target must succeed a DC 20 Constitution Saving Throw or be knocked prone.
Beam of Frost: RangedWeapon Attack: +14 to hit, range 10/120 ft., 1 target. Hit: 49 (10d6 + 19 [cold] damage. On a missed attack the target takes half damage. On a successful hit the target must succeed a DC 20 Constitution Saving Throw or be frozen solid. Frozen individuals can use their action to attempt a DC 24 Strength Check. On a failed attempt the frozen creature takes 4d6 cold damage (14 cold damage).
Summon Fiend: Asmodeus can summon up to 4 Pit Fiends every 24 hours.
Master's Call: As an action, Asmodeus can summon any of the Archdevils of The Nine Hells to his side to obey his actions.
Asmodeus has a multiattack, and can attack twice per turn.
Asmodeus can use his Legendary Actions to use many different effects. He has 5 Legendary Actions
Summon Fiend: He can summon up to 4 Pit Fiends every 24 hours
Master's Call: He can summon any of the Archdevils of The Nine Hells to his side
Costs 1 Action - Spellcasting: Asmodeus casts a spell
Costs 2 Actions - Ruby Rod of Asmodeus: Asmodeus attacks twice
Costs 5 Actions - He can take the soul of an unconscious being within 60ft of him.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A tiefling-like creature, purpleish with horns and black hair, but most of the time appears as a white humanoid with long black hair around 9 feet tall in a nice suit. He is reasonable and will make deals regularly.
Lair and Lair Actions
A huge fortress deep within Nessus.
Lair Actions
On initiative count 8 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects; Asmodeus can’t use the same effect two rounds in a row:
- Every soul Asmodeus has ever taken lets out a loud screech, every creature hostile to Asmodeus within the fortress must succeed a DC 21 Wisdom Saving Throw or take 8d6 psychic damage, or half as much damage on a successful one.
- Temperatures rapidly change, either becoming very hot, upwards of 80 degrees celsius, or very cold, below -40 degrees celsius. Creatures friendly to Asmodeus are immune to this effect. This effect lasts for 3 rounds and unless creatures have something to protect them from these temperatures, in the cold temperatures each turn all unfriendly creatures take 4d6 cold damage, or 4d6 fire damage.
- The fortress shifts and changes into a maze
- The fortress locks down, making it near impossible to escape or enter
Regional Effects
The region containing Asmodeus' lair is the fortress deep within Nessus, which creates one or more of the following effects:
- Tremors regularly occur
- Any creature who starts their death saving throws automatically fails all of them, and their body and soul are imprisoned within the fortress
- Each action a creature performs near the fortress causes them to take 1d6 cold damage and 1d6 fire damage.
- Creatures hostile to Asmodeus have disadvantage on all Charisma based checks.
- Creatures hostile to Asmodeus gain one point of exhaustion every 24 hour
If Asmodeus dies, these effects fade over the course of 2d20 days.
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