The Devil's Fall (Recharges after a Short or Long Rest). If Asmodeus would be reduced to 0 hit points, his current hit point total instead resets to 600 hit points and he regains any expended uses of Legendary Resistance.
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Celestial Origin. If Asmodeus is reduced to 0 hit point and does not have a use of The Devil's Fall remaining, his demonic corruptions leave his body and he his restored to his celestial form, giving him full celestial power. He is still corrupted in mind and soul.
Lord of the Nine Hells. Asmodeus is the ruler of the Nine Hells of Baator, making him one of the most powerful beings in the multiverse. He has the ability to summon 10d10 devils to do his bidding once per day, and he can control vast swaths of the infernal plane with ease.
Pact-Maker. Asmodeus is a master of infernal pacts and can offer deals to mortals and other creatures in exchange for power, knowledge, or other favors. He has the ability to create powerful magical contracts that are nearly impossible to break, making him a feared negotiator and manipulator.
Multiattack. Asmodeus makes 3 attacks. One of the attacks can be used to cast a spell.
The Flaming Sword. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 28 (3d12 + 10) piercing damage plus 18 (3d12) fire damage.
Infernal Flame. Ranged Weapon Attack: +19 to hit, range 300/600 ft., 30 ft. sphere. Hit: 28 (3d12 + 10) bludgeoning damage and an additional 18 (3d12) fire damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Spellcasting. Asmodeus is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +18 to hit with spell attacks). The Asmodeus has the following spells prepared:
Cantrips (at will): fire bolt, toll the dead, mage hand, infestation, true strike, message
1st level (5 slots): detect magic, identify, command, cause fear,dissonant whispers,inflict wounds, wrathful smite
2nd level (5 slots): detect thoughts, aganazzar's scorcher, crown of madness, heat metal, zone of truth, spell]darkness[/spell]
3rd level (5 slots): counterspell, lightning bolt, animate dead, bestow curse, fear, fireball, summon lesser demons
4th level (5 slots): banishment, fire shield, death ward, phantasmal killer, summon greater demon
5th level (5 slots): cone of cold, scrying, banishing smite, destructive wave(necrotic damage only)
6th level (3 slot): globe of invulnerability, chain lightning, summon fiend
7th level (3 slot): power word: pain
8th level (3 slot): maddening darkness, reality break
9th level (2 slot): ravenous void, psychic scream
Aura of Flame:. Asmodeus can surround himself with an aura of flames, dealing (4d8 + 3) fire damage to any creature that comes into contact with him. This can be especially effective against opponents who rely on melee attacks.
Infernal Healing. Asmodeus can use his infernal powers to heal his own wounds, allowing him to recover from injuries quickly and stay in the fight for longer. He can recover (6d6 + 6) hit points.
Diabolical Influence. If Asmodeus is targeted for a ranged weapon or spell attack, he adds +4 to his AC, if the attack misses then he can telekinetically move the closest creature to him (aside from the creature who targeted Asmodeus for the initial attack) to take the hit instead of him. If the attack still hits, then this reaction does not take effect.
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. Asmodeus regains spent legendary actions at the start of his turn.
Infernal Blessing (Costs 1 Action) Any infernal creatures within 100 ft. will be healed by 30 (6d10) hit points.
Asmodeus can offer a pact of infernal power to a creature within 30 feet of him. The targeted creature must make a Charisma saving throw against Asmodeus' spell save DC. If the saving throw fails, Asmodeus can offer the creature a deal, granting them immense power in exchange for their loyalty and service. If the creature accepts the pact, they gain 10d10 temporary hit points and double damage on their attacks, but they also become bound to Asmodeus and must obey his commands or take (10d10) psychic damage The pact lasts for one minute, after which the creature can choose to renew it or break free.
Hurl Through Nessus (Costs 2 Actions). Asmodeus targets a creature he is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (10d10) psychic damage and be banished to Nessus (the ninth layer of the Nine Hells). At the start of Asmodeus' next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Devil's Damnation. Asmodeus grabs a creature within reach and pulls out its very soul, judging them. Any evil-aligned creatures will be sent straight to hell. All other creatures will be stunned until the end of their next turn, being faced with every decision they have ever made. (3 actions)
Dominate Archdevil. (3 actions) Asmodeus can attempt to dominate the mind of another archdevil within 60 feet of him. The targeted archdevil must make a DC 27 Wisdom saving throw. If the saving throw fails, Asmodeus gains control of the archdevil's actions for one round, allowing him to use the archdevil's legendary actions and other abilities against their own allies. If the saving throw succeeds, the archdevil is immune to this effect for 24 hours. Asmodeus can only use this ability once per day. At the end of the day or if the archdevil loses half of its max hp in one hit it may re-roll the Wisdom saving throw.
If Asmodeus is reduced to 0 hit point and does not have a use of The Devil's Fall remaining, his demonic corruptions leave his body and he his restored to his celestial form, giving him full celestial power and raising his hit point to his max possible hit points (1,046 hit points). He is still corrupted in mind and soul. His spell list is changed and shown below. He can use the following as Mythic Actions.
Celestial Cleansing. (Costs 1 Action) Asmodeus can have one creature in his sight make a DC22 wisdom saving throw. On a failure, they will be tortured by visions of their sins. They will be stunned until the end of their next turn. (1 action)
Hell's Gate (Costs 2 Actions). As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Wisdom Save DC 25. The Mouth remains open for 3 rounds. A Hell's Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for five rounds (suction only during first round).
Devine Destiny (Costs 3 Actions). With Asmodeus being fully celestial he has assumed full command over the domain of death. He can use power word: kill without using a spell slot.
Mythic Spell List
Asmodeus is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +18 to hit with spell attacks). The Asmodeus has the following spells prepared:
Cantrips (at will): fire bolt, toll the dead, mage hand, infestation, true strike, message
1st level (6 slots): detect magic, identify, command, cause fear,dissonant whispers,inflict wounds, wrathful smite
2nd level (6 slots): detect thoughts, aganazzar's scorcher, crown of madness, heat metal, zone of truth, spell]darkness[/spell]
3rd level (6 slots): counterspell, lightning bolt, animate dead, bestow curse, fear, fireball, summon lesser demons
4th level (6 slots): banishment, fire shield, death ward, phantasmal killer, summon greater demon
5th level (6 slots): banishing smite, destructive wave(necrotic damage only,) negative energy flood
6th level (5 slots): globe of invulnerability, chain lightning, summon fiend, soul cage
7th level (5 slots): power word: pain, finger of death
8th level (5 slots): maddening darkness, reality break
9th level (4 slots): time ravage, power word: kill
Lair and Lair Actions
Hell's King. When Asmodeus is in The Great Desert or anywhere in Baator he is considered CR 35 (265,000 XP) and he gains the following attributes:
- Asmodeus can use 6 legendary actions.
- Asmodeus rolls a critical hit on a natural 19-20.
- Asmodeus regains 30 hit points at the start of his turn.
Lord of Nessus. Like all of the Nine, Asmodeus’ title has power and his might is greater while he is in his domain. While on Nessus Asmodeus is considered CR 37 (315,000 XP) and he gains the following attributes:
- Asmodeus can use 7 legendary actions.
- Asmodeus rolls a critical hit on a natural 17-20.
- Asmodeus regains 5 levels of spell slots at the start of his turn
Lair Actions
- (2d10+1)
- Devil's Duty. Asmodeus can summon one of the other 8 archdevils of hell and force them to bend to his will.
Regional Effects
If Asmodeus claims a domain outside of The Nine Hells as his lair, the area will begin to take on the characteristics of The Nine Hells, eventually to the point of devils being able to freely come and go to his lair, regardless of the plane his lair is on. The effects spread for 10 miles outside of his lair, and there is no limit to how large his lair can be. In fact, he wants to expand it across the entire material plane.
Previous Versions
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3/10/2023 7:14:50 PM
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