Large Fiend (Devil), Lawful Evil
Armor Class 22 natural armor
Hit Points 475 (50d10 + 200)
Speed
STR
18 (+4)
DEX
21 (+5)
CON
19 (+4)
INT
30 (+10)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +12, INT +18, WIS +14, CHA +15
Damage Resistances Cold, Fire, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft. , Passive Perception 16
Languages All
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Vile Wrath (Recharges after a short of Long Rest)If this form of Asmodeus would be reduced to 0 hit points, it instead transforms into Asmodeus Greater (Aggrandized) Form with full hit points for that form. He regains all uses of his Legendary Resistances and has recharged attacks in that form. Award a party an additional 155,000 XP for defeating Asmodeus after Vile Wrath Activates 

Innate Spellcasting. Asmodeus's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components: 

At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield

3/day each: gravity fissure, create undead, dream, hold monster, mass suggestion, scrying

1/day each: foresight, gate, power word kill, teleport

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

Master of Magic. Asmodeus has advantage on Constitution saving throws to maintain concentration. 

Actions

Multiattack. Asmodeus makes four attacks with Arcane Blast.

Arcane Blast. Ranged Spell Attack: +18 to hit, range 120 ft. one target. Hit: 15 (1d10+10) force damage. 

Ruby Staff. Melee Weapon Attack. +12 to hit, reach 5 ft, one target. Hit: 36 (5d12+4) force damage

Arcane Cataclysm (Recharges after a Long Rest). Asmodeus conjures orbs of magical energy that plummet to the ground at three different points he can see within 1 mile of him. Each creature in a 40-foot-radius sphere centered on teach point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Asmodeus and spells he casts are unaffected by these fields. 

Change Shape. Asmodeus magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his Lesser Form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Asmodeus's choice). 

In a new form, Asmodeus retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Vile Wrath, Legendary Resistances, and Intelligence, Wisdom, and Charisma scores, as well as this action.  His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 

Legendary Actions

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 its turn.

Attack. Asmodeus makes two attacks with his Arcane Blast or one attack with his ruby staff. 

Consume Magic (costs 2 Actions). Asmodeus targets a creature within 120 feet of him who is concentration on a spell. The target must succeed on a DC 26 Constittuion saving throw or its concentration is broken on the spell, and Asmodeus gains 5 temporary hit points per level of that spell. 

Vile Truth (Costs 3 Actions). Asmodeus whispers vile darkness into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and death 26 (4d12) force damage to each creature within 30 feet of them. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devil

JohnDCherney

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