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.
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 Resistances (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 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. Asmodues is the undisputed King of Hell. All devils have disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds.
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 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).
Multiattack Asmodeus can use his frightful presence. He then makes three attacks one with scepter, one with hand (punch) and one with tail.
Scepter. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (7d8 + 7 ) piercing damage.
Ranged Weapon Attack +14 to hit, 150/600 ft., one target. Hit: 12 (5d12 + 5) fire damage.
It has has the ability to unleash the dragon fire of the great wrym Black (15 ft. line & 5 ft. area, DC 11 Dex Save, 5d8 acid dmg on fail or half dmg on save), Blue (30 ft. line & 5 ft. area, DC 12 Dex save,4d10 lightning dmg on fail or half dmg on save), and White (15 ft. cone, DC 12 Con save, 5d8 cold dmg on fail or half on save) types each can be cast five/day.
Punch. Melee Weapon Attack +16 to hit, reach 5 ft., one target. Hit (5d8 + 7 ) Bludgeoning damage plus (4d6) fire damage.
Tail. Melee Weapon Attack +16 to hit, reach 5 ft., one target.Hit (4d6 + 7) Bludgeoning damage plus (4d6) fire damage
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 feet 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 it’s death when in its summoned to be resurrected it shouldn’t refuse (on agreeing the creatureis 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.
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, 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 first round).
Call of the Lord (Costs 2 actions.) Asmodeus can summon three creatures (with a challenge rating of 5 or below) who resides within 9 hells.
Hell on Earth (Costs 1 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 5d8 fire dmg for each round they are inside the area on success they take half the damage. The creatures must continuosly 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).
Description
Asmodeus (æz-mo-DAY-us or æz-MO-dee-us), an archdevil before the Spellplague, Supreme of the Nine Hells (or Baator), was the god of sin. An ever ambitious and careful creature, Asmodeus retained his position all through the Reckoning of Hell, unlike many of the other archdevils. Asmodeus was lord of Nessus, the Ninth Layer of Hell, though he was generally recognized as lord of all of his divine dominion of Baator, which lay within the Astral Sea.
Lair and Lair Actions
Okay. It says immune to fire, cold, etc. bludgeoning by non magical weapons?
Does this mean a +1 mace harms him but not a non magical Mace?
Does this mean a fire ball harms him but not a torch?
I don’t get it if Asmodeus could be hurt by fire seeing that he is the King of the Nine hell’s.
It was so much easier in Advanced Dungeons&Drsgons. All devils were immune to fire and half damage from cold — is that so hard?
It means he is immune to all non-magical weapon damage so magical weapon attacks would harm him yes, but non-magical weapons be useless. He is immune to fire, cold, lightning and poison damage, thus anything that does that damage does nothing.
What you'll find is that devils still run in a similar way to AD&D so pretty much all, if not all of them are immune to fire damage and then their resistance to cold damage depends.
Hopefully that is useful for you.
What are up with the actions?
And the Reactions:
I really like your Asmodeus build overall, I was wondering about the above items though. I can forsee him facing my players.
cool
damn
Hey, Thank you for making this. I was starting to create my own version of Asmodeus when I found this. I am using this as a base for my own version, but I will change some things to fit my personal taste and improve some other thins in my own version for personal use.
This is still awesome.
No worries, I'm glad you like it. Hope it helps you in creating your own version.
This is op and stupid in my opinion (not to be rude sorry) because to kill him you have to deal at least 645 damage in a turn to kill him outright other wise he will just regenerate 30 hit points at the start of his turn. Also you should make a way to permanently kill him IE: using the wish spell immediately after he dies. other then that great job.
No worries about the stupid comment, that's completely fine. But I will disagree with you here, there's no way you're killing this creature in one turn, the point is for it to be a drawn out battle with a lot of push and pull. The idea I was going for was that, once he is dead he'll go back to the nine hells, but he'll be severely weakened and other demons will probably attempt to take his place in the hierarchy. Thus within the structure of dnd he would stop being a threat. Additionally, if the way you meet Asmodeus is that he's found himself on the material plane, he is most likely the final boss of a lv20 campaign, and sending him back to his home plane broken and defeated would definitely be a good way to cap it.
But this is also down to some interpretation and adjustment on a person to person basis, if you want to add a way to permanently kill him then by all means go ahead. It's just not something I wanted to add in this particular version.
Thank you for the feedback and I hope you have a good day
Thanks for the explanation I understand why you did it now.
Absolutely no problem, your point was completely valid. But I'm glad you could see it from my side as well. Have a good day.
Too weak.
How would you improve upon it then? Because to me it seems fairly powerful, however, I am always open to criticism.
the thing about asmodeus is that he is the lord of the 9th. and when the floors go down they lords get exponentially stronger. so when looking at the first lair the lord is a cr 26 there is now way he could be this week. so asmodeus couldn't be stated. however this could be the avatar of asmodeus. another thing is the chr. His charisma would be the highest out of all of his stats. comparatively Tiamat, witch lives only on the first level and is canonically weaker than over half of the arch demons on the 9 hells has a stronger stat block. however this is just my opinion.
I can understand your thinking but having a look through some of the established stats of the other lords of the nine hells, I'm still convinced he's strong enough. The only reason I say that is because any spell below 5th level is useless against him, he can summon creatures as much as he likes of a cr 5 ranking or below. He can also cast massive spells like Prismatic Wall and Forbiddence 3 times per day each, he does a lot of damage generally and has a massive range on his Frightful Presence.
But of course, if you decide to use it you can always adjust the things you think need changing, I mean that's the beauty of dnd. It's not a static entity. Thank you for your feedback and I'll definitely keep considering it and seeing where I might change bits in the future.
A few things I’d like to talk about. 1. I think it’d be pretty cool if you gave him the warlock’s hurl through hell ability; 2. I don’t really see him as being a gargantuan creature most depictions I’ve seen of him show him looking like a medium creature, but large would also work considering he (might’ve I’m not too certain about the lore) been a planetar before, but certainly I don’t think gargantuan fits; 3. I think he’s way too good against devils for them to mechanically want to attempt an uprising against him. The way I perceive his relationship with them is that he has made contracts with all of them that puts them in a position where they can’t violate the terms of agreements they made, possibly pertaining to the blood war, establishing him as the king of Nessus, unless defeated. Stuff along the lines of that; 4. Give him Devil Sight, I know it’s tedious but all devils have it and it wouldn’t make sense if he couldn’t see someone in magical darkness that is over 120 feet away; 5. These are just mechanical things I think he should have. His con should be reduced to like 24 or 22. And his charisma should be like 30 considering he’s known as one of the greatest deceivers of all time. Lastly, passive perception 26.
Okay, thank you for the suggestions I will definitely look into adding some of them when I get the chance. I may keep the gargantuan mainly due to I believe that to be his normal size but can disguise and shrink himself so that he can make his deals with creatures below his standard size.