Special Trait Name. Asmodeus controls all forms of psychic magic and is completely immune to physic based damage.
Spellcasting. Asmodeus is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He requires no somatic or material components to cast its spells. Asmodeus has the following wizard spells prepared:
Cantrip (at will): vicious mockery
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, enthrall
3rd level (1 slot): dispel magic
Multi-attack: Asmodeus may make 3 attacks each turn. One with her innate ability, one with her Morning star, and one spell.
Charm: Asmodeus may attempt to seduce a single player (regardless of gender) in the party each turn. if successful, that players next attack will strike the next ally in the rotation order. (Constitution save 12+)
Morningstar. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d12) bludgeoning damage.
Antagonize. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (6d6) psychic damage.
Enter the description for how bonus actions work for your monster here.
Feign injury. Asmodeus may feign injury to lower an opponents guard. The target must perform a wisdom save (12+), or lose -4 from their AC for the remainder of the battle. May only be used once per battle at will.
Mind your tongue (At will). If a player comments on Asmodeus's description or charming abilities, the parties next successful attack is halved. Can be used only once per battle.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Outwardly, Asmodeus appears as highly attractive young woman dressed in provocative attire. Apart from appearing well put together, she has no other remarkable features to distinguish her from a normal human.
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.
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