Large Fiend (Any Race), Any Evil Alignment
Armor Class 12 (12 + the level of the spell)
Hit Points 50 (6d12 + 15)
Speed 30 ft., Fly 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +8, WIS +8, CHA +8
Skills Arcana +13, History +13, Intimidation +8
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 240ft., Truesight 120ft., Passive Perception 14
Languages Any six languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance 3/day. If the Avatar of Asmodeus fails a saving throw, he can choose to suceed instead.

Disintegrate. When the Avatar of 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.

Infernal Authority. When a creature starts its turn within line of sight of the Avatar of Asmodeus, he can force it to make a DC 15 Wisdom saving throw. If the saving throw fails by 10 or more, the creature comes under Asmodeus's control, as if having the dominate monster spell cast on them. If the creature succeeds the saving throw, it is immune to Asmodeus's Infernal Authority for the next 24 hours.

Spell Absorption. If the Avatar of Asmodeus is targeted by spells of 3th level or lower, he absorbs the spells into the Ruby Rod and regains 2d12 hit points, unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.

Spellcasting. The Avatar of Asmodeus is an 11th-level spellcaster. He uses your spellcasting modifier to hit and your spell save dc. The Avatar of Asmodeus can cast suggestion and lesser restoration at will and has the following wizard spells prepared:

1/day (each): detect magic, wall of ice, blight, power word heal, power word pain, fireball . Level cast limit is 6th.

 

Actions

Fist. Melee Weapon Attack: +6 to hit, reach 10 ft. one target. Hit: 4 (1d10 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15) and is restrained until this grapple ends. Asmodeus can have only one creature grappled this way at a time.

Ruby Rod Energy Beams (Recharge 5-6). Asmodeus points the Ruby Rod at three creatures of his choosing within 120 feet of him. Each creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 16 (4d8) damage of a type of Asmodeus's choosing: acid, cold, or lightning. On a successful save, the creature takes half as much damage. He can't target the same creature twice and can only choose one damage type per creature.

 

Bonus Actions

Teleport. As a bonus action, Asmodeus magically teleports, along with any equipment he is wearing and carrying, up to 60 feet to an unoccupied space he can see.

Stygian Gaze (2/day). Asmodeus targets a creature he can see within 120 feet of him and forces it to make a DC 15 Wisdom saving throw or be affected by the fear and slow spells. Asmodeus doesn't need to concentrate on the spells. A creature affected by these spells makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effects end for it.

Reactions

Law of Evil (2/day). When a creature within 60 feet of Asmodeus makes an attack roll, he can force them to reroll and take the lowest number.

Eschaton (1/day). The gargantuan serpent head of Asmodeus's true form appears briefly and targets the last creature that made a successful attack roll against his Avatar. The creature must succeed on a DC 15 Dexterity saving throw or be swallowed by the true form and carried to the deepest regions of the Nine Hells. (can´t affect story relevant characters.)

Description

Asmodeus's true form was that of a scaled serpent hundreds of miles long, his acid-black blood, a substance beyond foul, exuding from eons-old wounds. His form's sheer size made it impossible for him to meet and enter into conversations with others, and so he created humanoid-looking avatars. He never showed himself except through avatars or highly advanced project image spells, both in humanoid forms.

An avatar of Asmodeus was handsome, charismatic, and captivating on the surface, appearing as a slim, red-skinned humanoid over 13 feet tall with a horned head, glowing red eyes, and a perfectly trimmed beard. He wore red and black clothing valuable enough to cover the annual spending of any nation, but underneath these expensive garments his body was wracked with bleeding injuries he was seemingly unconcerned by.

Asmodeus had been varyingly described as having no need for worship and desperately craving true divinity. He simultaneously desired the souls of mortals and maintained a following among them, yet rarely tempted them himself, knowing they would come to him.

Asmodeus had followers of practically every race and influenced all levels of society even within the greatest bastions of good. Asmodeus's clerics aspired for wealth, prestige, and most of all, power, and most cultists used his organization as a stepping stone to these goals.

Asmodeus makes his lair in the fortress city of Malsheem, which is on Nessus, the layer of the Nine Hells which Asmodeus rules. Constructed with Baatorian green steel in the form of a colossal stalagmite, Malsheem is of incomprehensible size. The city is filled with millions upon millions of screaming devils and sits within a bottomless crevasse in the middle of Nessus. At the peak of this city-spire sits the scheming Lord of Baator himself, Asmodeus.

Monster Tags: NPC

Habitat: Urban

Gruunchen

Comments

Posts Quoted:
Reply
Clear All Quotes