Gargantuan Fiend, Chaotic Good
Armor Class 25 Natural Armor
Hit Points 676 (33d20 + 330)
Speed 40 ft., Fly 200 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +19, DEX +14, INT +17, WIS +16, CHA +19
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Darkvision, Truesight, Passive Perception 26
Languages Abyssal, All Telepathy 150ft, Celestial, Common Infernal, Can understand all languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time. The only way to truly kill Asmodeus is to destroy his true form inside the 9 hells. Devils that die in the nine hells are destroyed forever. A fate even Asmodeus fears.

Innate Spellcasting (3/Day each). Asmodeus can innately cast Divine word, Alter Self, Antimagic Field, Banishing Smite, Bestow Curse, Dominate person, Geas, Imprisonment, Incendiary Cloud, Prismatic Wall & Forbiddance. (Spell save DC 25) His spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. Limited Magic Immunity Unless he wishes to be affected, Asmodeus is immune to spells of 5th level or lower. He has an advantage on saving throws against all other spells and magical effects.

Magic Weapons. Asmodeus's weapon attacks are magical.

Regeneration.  Asmodeus regains 30 hit points at the start of his turn.

King of Hell. Asmodeus is the undisputed King of Hell. All devils have a disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds.

Reflective Carapace. Any time Asmodeus is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Asmodeus is unaffected. On a 6, Asmodeus is unaffected, and the effect is reflected back at the caster as though it originated from Asmodeus, turning the caster into the target.

Royal Decree. Asmodeus can cast Command at will, and when he targets devils he can cast it as a 9th level spell. Devils who have sworn fealty to him automatically fail their saving throws.

Ruby Rod of Asmodeus. Asmodeus wields the Ruby Rod, one of the most powerful artifacts ever created. Among other things, it acts as a Rod of Rulership (DC 25), and devils have a disadvantage according to King of Hell. Once per day, if he strikes a devil with it, the devil must make a Constitution Saving Throw (DC 25) or die. If the devil is kneeling, the saving throw automatically fails. Also, any fiend who attacks Asmodeus while he's wielding the rod must make a Wisdom Saving Throw (DC 25) or lose its Action, overcome by the powerful presence of the king. If this happens, Asmodeus can use a reaction to use Royal Decree on the fiend in question (targeting only that fiend).

Actions

Multiattack Asmodeus can use his frightful presence. He then makes five attacks one with his sceptre, two with his punch and two with his tail. Asmodeus can use his Divine Smite instead of his Sceptre attack.

Sceptre. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (6d10 + 10 ) piercing damage.

Ranged Weapon Attack +14 to hit, 100/600 ft., one target. Hit: (8d8 + 5) piercing damage.

On a ranged attack, the sceptre has the ability to unleash the dragon fire of the great wyrm dragon. Roll a d3 to determine which Dragon spirit the Sceptre embodies.

1. Black (30 ft. line & 15 ft. area, DC 20 Dex Save, 5d8 acid dmg on fail or half dmg on save),

2. Blue (30 ft. line & 15 ft. area, DC 20 Dex save,4d10 lightning dmg on fail or half dmg on save),

3. White (30 ft. cone, DC 20 Con save, 5d8 cold dmg on fail or half on save) 

Punch. Melee Weapon Attack +16 to hit, reach 10 ft., one target. Hit (5d8 + 10) Bludgeoning damage plus (4d6) fire damage.

Tail. Melee Weapon Attack +16 to hit, reach 10 ft., one target.Hit (4d8 + 10) Bludgeoning damage plus (4d6) fire damage

Divine Smite. Asmodeus makes a punch against a large or smaller creature it can see. If the attack hits, the target takes the bite's damage and the target is restrained. While restrained, the creature cannot move and has total cover against attacks and other effects outside Asmodeus, and it takes 56(16d6) fire damage at the start of each Asmodeus’ turns.

If Asmodeus takes 60 damage or more on a single turn from a creature he is restraining, Asmodeus must succeed on a DC 20 Constitution saving throw at the end of that turn or release all restrained creature. If Asmodeus dies, a restrained creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Frightful Presence. Each creature of Asmodeus’s choice that is within 240 feet of Asmodeus and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Asmodeus's Frightful Presence for the next 24 hours.

Portfolio Sense. Asmodeus can sense anything that pertains to Lawful evil acts (tyranny, trickery, etc) sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. However, he is limited to the ability to perform this feat beyond Hell except with the use of a Hell's Mouth.

Death Wish. Asmodeus can grant any humanoid three wishes in its lifetime on the condition that when it gives a piece of flesh and on its death when in its summoned to be resurrected it shouldn’t refuse (on agreeing on the creatures magically bound to the contract even if wishes aren’t fulfilled according to his desires). Asmodeus can make minor changes to the wishes if he wants.

Teleportation. As a bonus action on his turn, Asmodeus can teleport anywhere within his line of sight or in the nine hells.

Legendary Actions

Asmodeus can take 5 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.

Chilling Gaze (Costs 1 Action). Asmodeus target one creature within 30 ft., the target makes a Constitution Save of DC 25 on a failed save target takes 2d10 psychic damage, the target becomes frightened and gains 1 level of exhaustion. On gaining six levels of exhaustion creature doesn’t die but is dominated by Asmodeus.

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 the first round).

Call of the Lord (Costs 2 actions.) Asmodeus can summon three creatures (with a challenge rating of 5 or below) who reside within 9 hells.

Hell on Earth (Costs 3 action.) Asmodeus can cause the surrounding area of 90 ft. to turn into that of Hell any creature that enters or is in the area makes a constitution saving throw of DC 25 on fail they take 18d10 fire damage for each round they are inside the area on the success they take half the damage. The creatures must continuously make saving throws as long as they are within the area.

Contract established (Costs 1 action). Asmodeus on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Asmodeus (his memories are altered such that it obeys Asmodeus).

Energy Drain (Costs 2 Actions). Each creature within 30 feet of Asmodeus must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.

Description

Asmodeus' true form was that of hundreds of miles long wingless snake with scales. His form's sheer size made it impossible to meet and enter conversations with others. Therefore, he created humanoid looking avatars. The location of his body was kept a secret from everyone including other devils and everyone who learnt of the truth about his body was killed within a day.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Asmodeus can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking (6d12) fire damage on a failed save, or half as much damage on a successful one.

  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than Asmodeus on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

  • Volcanic gases form a cloud in a 20-foot-radius sphere centred on a point that Asmodeus can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

    REGIONAL EFFECTS
    The region containing Asmodeus' lair is warped by his magic, which creates one or more of the following effects:

    • Small earthquakes are common within 6 miles of Asmodeus' lair.
    Water sources within 1 mile of the lair are supernaturally warm and tainted by sulphur.

• Rocky fissures within 1 mile of Asmodeus' lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If Asmodeus dies, these effects fade over the course of 1d10 days

Monster Tags: Devil

Ironant101

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