Legendary Resistance (9/Day). If he fails a saving throw, he can choose to succeed instead.
Timeless. Asmdodans body will never fade nor degrade with time and is immune to death. Should his hit points drop below 0 due to Radiant damage his body, or avatar is destroyed. His soul is sent back to Nessus to recover for 1d20 x10 years.
Magic Immunity. He has Immunity of all spells of 6th level and lower. He is immune to all necromancy spells.
Magic Resistance. He has advantage on saving throws against spells and other magical effects of 7th level and higher.
The 9th Dividing Line. Asmodan's separation from his Brothers law means he's only resistant to Radiant damage done by a weapon blessed by a holy spell and that Radiant damage bypasses his immunities.
The Old God. Asmodan deals 4x bludgeoning damage to objects and structures. Asmodan At Will can cast any Transmutation magic and any Cleric Spells of Evil Domains as a cantrip. As well as cast any other spells of 5th level or lower as a free action at the start of his turn.
The Devils Details. Asmodan can at will exude a zone of truth, detect magic, identify, detect evil and good effect within a 30 ft. radius of himself. Asmodan's sight also highlights any alignment of any individual or item within his presence.
Creations Awe. Everyone within 120 ft. of Asmodan is subject to a charmed effect and cannot attack him unless he or one of his avatars attacks first.
Soulless Regeneration. If any creature dies within 60 ft. range of Asmodan, he regains hit points at the start of his turn equal to that creatures health total.
Death Wish. Asmodeus can grant any humanoid a Final wish in its during it's lifetime on the condition that 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.
Supplication. Asmodan can surrounds himself with an aura of vanity so powerful that it causes any intelligent creature which can see him to fall to a groveling position. A successful DC 28 Charisma saving throw which can be made on each round will negate this effect for 24 hours. This effect is also negated while a creature is subject to the presence of a Lesser or Greater Deity.
God of this World. Asmodan can cast 1 spell of 5th level or below of any kind with a casting time of 1 action as a free action while wielding the Ruby Rod at the start of his turn. His spell casting modifier is Charisma.
Primordial Thaumaturgy. Asmodan casts any spell of 6th level or lower. His spell casting modifier is Charisma.
Multi-attack. Asmodan makes 4 attacks per action, 1 with the ruby rod and the rest Melee attacks in any order. As a Reaction or Bonus action Asmodan can equip or re-equip any of his three weapons.
Tail Whip. Melee Weapon Attack: +19 to hit, reach 10ft., two targets. Hit: 28 (6d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone
Ruby Rod. +6 Enchanted Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: when hit with the ruby rod, the target is subject to the effects of power word kill (fiends/undead are permanently destroyed). No saving throw is made. If the target does not die or is not destroyed, then it takes the effect of power word pain in damage.
Asmodean Scather.-Weapon (longsword), legendary (requires attunement by a creature with a lawful evil alignment) Melee Reach: 10ft. Damage: {2d8+24) Versatile (2d10) Scather is the Lawful Evil sword and contains a garnet as its gem. Only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
The First Commander-Weapon (longsword), legendary (requires attunement by a a creature with an Evil alignment) Melee Reach: 10ft. Damage: {2d8+24) Versatile (2d10) Using Scather as a template, Fjiordan commissioned his Deity to cast a new answering sword in his own visage. Commander. Anyone wielding Commander will be able to wield any of the other answering swords regardless of that swords alignment. Commander empowers any of the other answering swords within a 5 ft. radius by an additional +3 to attack and damage rolls. Commander is a brilliant Adamantine blade edged with silver with a set stone of Onyx with veins of Sapphire fracturing out from the center. In addition, while unlike other answering swords, when you use your reaction to make a melee attack with any of the other answering swords, On a hit, you can make a second attack with Commander as a free action. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
True Chaos Mantle. Any time Asmodan 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, Asmodan is unaffected, and the effect is reflected towards another creature within his range as though it originated from Asmodan. On a 6, Asmodan is unaffected, and the effect is reflected back at the caster as though it originated from Asmodan, turning the caster into the target.
Truly Hellish Rebuke. Asmodeus points his finger at a target which he can see and the target must make a Charisma saving throw (DC28) or combust in flames for 66 (10d10+19 damage). This damage ignores fire immunity and resistance.
The First LEGEND. Asmodan can take 9 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.
Original Serpent. Asmodan can breath any Draconic breath weapon. Use Ancient Category of dragon's breath.
I Substitute My Reality. {9/day} Asmodan 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 28 on fail they take 5d10+19 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.
Through The Darkness Below: When Asmodan hits a creature with an attack, it can use this feature to instantly transport the target through the lower planes of The Nine Hells and into The Abyss. The creature disappears and hurtles through a nightmare landscape for 1d4 rounds. At the end 1d4 rounds, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, or devil it takes 10d10+19 psychic damage as it reels from its horrific experience.
Infernal Abyss. {9/day} Asmodan summons a denizen of The Nine, or of The Abyss of his choosing.
True Thaumaturgy (9/day). Asmodan casts any spell of 7th or 8th level. His spell casting modifier is Charisma.
Legendary Thaumaturgy (3/day). Asmodan casts any spell of 9th level. His spell casting modifier is Charisma.
Perfected Thaumaturgy (1/day). Asmodan casts any Epic spell of 10th level. His spell casting modifier is Charisma + Wisdom. Using this ability means significant setback for Asmodan's grand infernal aspirations. He will only use it for combat as an absolute necessity of survival. But then again, Asmodan's has never experienced this sort of necessity.
Description
Asmo-dan. An unfortunately curious event befell Fjiordan {Who is a Trickster Cleric and recently usurped and replaced the Trickster God The Traveler} and he was summoned once again to aid his old party and in the ensuing battle he ended up in quite literally in Asmodeus' lap under a perfect Anti-magic field rendering the two Gods mortal and mundane the ensuing hand to hand combat was harrowing yet, as fate would roll, Fjiordan would come out on top and with a stroke of luck the Mantling Ritual worked infusing the new Traveler with Asmodeus effectively creating a new being Asmodan.
While still creating the dynamic of what kind of being who would form from combining the Trickster Cleric Fjiordan who has absorbed the mantle The Traveler and then again absorbing Asmodeus who together become an all new Deity. Although his name Asmodan coalesced and his motives and aspirations now go beyond Good and Evil alignments. He believes himself to be True Neutral although must use "Evil" to contend his goals against his Brother and the other Divines and will be seeking enact his overall plan to destroy all of the rest of the Outer Planes and start up his original war with his brother Jazirian.
Asmodan being free from the Primeval Pact that held Asmodeus at bay, will now have authority and control over all demons and devils and he'll use his new found power to rapidly finish healing his original serpent body and once healed he'll rise in serpent form, break all barriers between all of the Outer Planes, close the Divine gate, sever all connections with the gods and the Prime Material Realm cutting off their source of power and Beginning his all out war on the Outer Planes while still preserving The Prime Material since it was his and his brother's Original Creation.
The Great Serpents War and their fighting will be turning the Plane of Neutrality, The Outlands into a warzone Drowning it in the Astral Sea cutting off and destroying most of the Outer Planes in the process, cutting off their connection to the Prime Material Plane. The Outer Planes now with their respective gods ruling in scattered constant struggles to keep what they carve out in the new Pandemonium Plane beyond the new Astral Sea. Which are Barren Warring Wastelands with remnant Sanctuaries of what the previous Planes that once existed there.
and to this end Asmodeus gets his revenge on the rest of the gods and his brother Jazirian, The Traveler gets his Chaos and Fjiordan gets to finally be free of the Party beyond the Divine Gate across the Astral Sea.
This version of Asmodeus was built for a rather ludicrous finale of my campaign, using the Myths where Asmodeus used to be a celestial and Ahriman having both be parts of the true creation myth. He has retained his divine awareness and the ability to cast divine spells. This Asmodeus is not meant to be fought, as he is more powerful than many of the gods themselves. He has elements of both Devil, Demon and Celestial, and for the purposes of magic to detect his type he should appear as all of these and all non-good alignments.
Lair and Lair Actions
Asmodan's Lair is any part of The Nine Hells or the Abyss.
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