Gargantuan Fiend, Lawful Evil
Armor Class 23 Natural Armor
Hit Points 494 (28d20 + 200)
Speed 40 ft., Burrow 40 ft.
STR
29 (+9)
DEX
22 (+6)
CON
28 (+9)
INT
30 (+10)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +19, WIS +17, CHA +19
Skills Arcana +20, Deception +20, Insight +20, Intimidation +20, Perception +16, Performance +20, Persuasion +20
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Force, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Darkvision 300 ft., Truesight 300 ft., Passive Perception 26
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day).

Spellcasting. The Aspect of Asmodeus is capable of casting the following spells at will (spell save DC of 28, spell casting ability of +18): animate dead, blight, charm monstercharm person, create undead, detect magicdispel magic, dominate monster, dominate person, geas, greater restoration, lesser restoration, locate creature, locate object, magic circle, major image, mass suggestion, project image, reincarnate, resurrection, suggestion, teleport, true seeing, and wall of ice.

The aspect is also capable of casting each of the following spells once a day: divine word, meteor swarm, power word heal, power word kill, power word pain, power word stun, and weird.

Lord of the Nine Hells. When a creature first sees the aspect, it must succeed a DC 28 Charisma saving throw or be charmed by the aspect for eternity. If the creature fails, it can make the save again at the end of each of its turns. Once a creature succeeds the save, it is immune to this effect forever.

The Seat of Nessus. The aspect can command any fiend it desires, as well as any person who has bargained their soul to a fiend, even if the fiend wasn't Asmodeus himself.

The Lord of Lies. Any spell or ability check the aspect uses to charm or deceive a creature is rolled at advantage, and any Spell save a creature makes to prevent itself from being charmed is made at disadvantage.

Fiendish Benefactor. When a creature bargains its soul to Asmodeus or his aspect, he can use the wish spell once for that creature. He may alter the wish in any way he chooses, so long as the creature's original wish's effects are granted. This use of the wish spell has no adverse effects on Asmodeus or his aspect.

Fiendish Overlord's Body. Any spell below 6th level has no effect on the aspect's body, unless it chooses to let the effect take place. The aspect also has resistance to all damage except radiant and bludgeoning, piercing and slashing from magical weapons. The aspect has immunity to fire and necrotic damage. The aspect has vulnerability to radiant damage.

Unbridled Fury of the Hells. If the Aspect of Asmodeus would be reduced to 0 hit points, its body releases fiendish energy from the Nine Hells, resetting its current hit point total to 500 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the Aspect of Asmodeus can now use the options in the "Mythic Actions" section for 1 hour. This effect may only happen once a week.

Actions

Multiattack. The aspect makes a Bite attack and a Headbutt attack.

Hellfire Bombardment. The aspect makes four Hellfire Bolt attacks.

Spellcasting. The aspect can cast two spells it knows.

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 43 (4d12 + 17) piercing damage. A creature hit by this must make a Strength (Athletics) or Dexterity (Acrobatics) check against the aspect's Strength (Athletics) check, or be grappled by the aspect. If it isn't released from the grapple within 3 rounds, it is swallowed, taking 21 (2d20) acid damage for each round it stays inside the aspect. The aspect must use its Bite attack on the grappled creature when it uses its Multiattack action and has a creature grappled in this way.

Headbutt. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 38 (2d20 + 17) bludgeoning damage.

Hellfire Bolt. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 39 [(3d6 + 9) + (3d6 + 9)] fire and necrotic damage.

Stygian Breath (Recharge 6). The Aspect of Asmodeus draws in a breathe before exhaling frost in a 120-foot cone. All creatures caught in the cone must make a DC 26 Dexterity saving throw, taking 84 (8d20) cold damage on a failed save, or half as much on a successful one.

Bonus Actions

Fiendish Gaze. As a Bonus Action, the aspect can command all charmed creatures within 200 feet of it to attack creatures of its choice. The charmed creatures must use their action to attack the creatures, and their movement to get close enough to do so. If they are not in range to attack, they must use the Dash action to get close enough.

Legendary Actions

The Aspect of 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. The aspect regains spent legendary actions at the start of its turn.

Headbutt Attack. The Aspect of Asmodeus makes a Headbutt attack.

Fiendish Guile. The Aspect of Asmodeus roars into the air, sending out a mass suggestion to all creatures within 300 feet. Each creature that can hear the aspect must make a DC 28 Charisma saving throw or be charmed. Creatures can remake the saving throw at the end of each of its turns. If a creature succeeds, it is immune to this effect for 24 hours.

Slithering Monstrosity (Costs 2 Actions). The Aspect of Asmodeus coils around a group of enemies in a 20-foot radius circle before burrowing into the ground and moving double its movement speed. Each creature within that circle must succeed a DC 26 Strength saving throw or take 21 (2d20) bludgeoning damage and be grappled. If a creature is grappled by this, it is dragged through the ground and brought to the area the aspect moved to.

Mythic Actions

If the Aspect of Asmodeus' Unbridled Fury of the Hells trait has activated in the last hour, it can use the options below as legendary actions.

Slithering Catastrophe (Costs 2 Actions). The Aspect of Asmodeus coils around a group of enemies in a 30-foot radius circle before burrowing into the ground. Each creature within that circle must succeed a DC 26 Strength saving throw or take 42 (4d20) bludgeoning damage and be grappled. If a creature is grappled by this, it is dragged through the ground and brought to the area the aspect moved to. The ground within 20 feet where the aspect moved in and out becomes difficult terrain.

Breath of the Nine Hells (Costs 3 Actions) [Special Recharge 6]. The Aspect of Asmodeus draws in a breathe of air, before exhaling in front of it. All creatures in a 120-foot half-circle in front of the aspect must make a DC 26 Dexterity saving throw, taking 126 (12d20) damage of cold, necrotic, or fire damage (the aspect's choice) on a failed save, or half as much on a successful one. After this Mythic Action has been used, the Aspect must make a d6 roll at the start of each of its turns in order for it to be playable again. Once a 6 is rolled, it can use Breath of the Nine Hells again.

Description

The Aspect of Asmodeus is Asmodeus' real avatar when he descends upon a different plane. The aspect wields 25% of Asmodeus' power, and therefore is much more powerful than his standard avatars he is usually seen sending around. The aspect hasn't appeared in the world of Em'Irai since the Fallen War, during the last stand of the Pantheon's gods before the Rift occurred. The aspect is a Titan class fiend, its body being bigger than any known city, is capable of storing entire cities in itself if it so chooses, and takes on the appearance of a glistening, black-scaled serpent with scarlet red eyes.

CharredWolf

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