Devil’s Sight. Magical darkness doesn’t impede Mephistopheles’s darkvision.
Legendary Resistance (4/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Asmodeus has advantage on saving throws against spells and magical effects.
Special Equipment. Asmodeus wields the Ruby Rod.
Regeneration. Asmodeus regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Asmodeus make four attacks, he can replace one attack with spellcasting.
Ruby Rod. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 11) force damage plus 36 (8d8) fire damage.
Arcane Bolt. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 36 (4d12 + 10) force damage.
Breath of Despair (Recharge 5-6). Asmodeus exhales in a 60-foot cube. Each creature in that area must succeed on a DC 26 Wisdom saving throw or take 82 (15d10) psychic damage, drop whatever it is holding, and become frightened of Asmodeus for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Asmodeus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Asmodeus, the creature can repeat the saving throw, ending the effect on itself on a success.
Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Spellcasting. Asmodeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 27 +19 to hit with spell attacks):
At will: alter self, major image, fire bolt (17th level), dominate person, wall of fire, fireball, counterspell, dispel magic, burning hands
3/day each: plane shift, wall of force, cone of cold, hold monster, mass suggestion, scrying, dominate monster
1/day each: freedom of movement, power word kill, teleport, antimagic field
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.
Teleport. Asmodeus uses Teleport.
Twisting Words. Asmodeus targets one creature he can see within 60 feet of him. The target must succeed on a DC 27 Charisma saving throw or become charmed by Asmodeus for 1 minute. The charmed target can repeat the saving throw if Asmodeus deals any damage to it. A creature that succeeds on the saving throw is immune to Asmodeus’s Twisting Words for 24 hours.
Spellcasting (Costs 2 Actions). Asmodeus uses spellcasting.
Corrupting Guidance. Asmodeus targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 27 Charisma saving throw, or Asmodeus decides how the target acts during its next turn.
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