Gargantuan Fiend (Devil), Lawful Evil
Armor Class 26 (natural armor)
Hit Points 4600 (200d20 + 12)
Speed 60 ft., Fly 180 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +19, WIS +19, CHA +19
Skills Arcana +19, Deception +30, Insight +28, Intimidation +21, Perception +19, Persuasion +21, Religion +19
Damage Resistances Cold
Damage Immunities Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 30
Languages All, Telepathy 240 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Blood of the Archfiend: When Asmodeus is hit by a critical hit, his blood spawns 1d4+1 pit fiends that follow all his commands. The pit fiends are permanent and remain until they die or until Asmodeus dismisses them as a bonus action.

Fiendish Regeneration. Asmodeus regains 500 hit points at the start of his turn, which he may distribute across any of his hit point pools. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points, doesn't regenerate, all his vulnerable areas are exploited, his reigning serpent feature has been expended and at least 2000 damage is dealt to him. If Asmodeus dies, his body regenerates, returning to life 13 (2d12) days later. Asmodeus can only truly be defeated when all traces of the Lawful Evil alignment are wiped out, or if his Lawful Good brother slays him.

Infernal Authority. Asmodeus has a +2 bonus to all the aspects of the modifiers of Strength, Constitution, and Charisma. This is reflected in his actions and abilities.

Infernal Majesty. Asmodeus can't be compelled to tell the truth, even by magical means, and he has advantage on saving throws against any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses.

Legendary Resistances (10/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Lord of Lies. When asmodeus uses a spell or ability to charm a creature, this avoids immunities and resistances to the condition. If a creature was immune to the charmed condition, it instead gains advantage on the check. In addition to this, asmodeus has advantage on all persuasion and deception checks.

Lord of Hellfire. All fire, poison, cold and lightning damage Asmodeus deals avoids immunities and resistances to it. Asmodeus is immune to this effect.

Magic Weapons. Asmodeus weapon attacks are magical.

Regal Presence. Asmodeus can take 3 reactions per round instead of 1, but only one per turn.

Spellcasting. Amodeus can cast one of the following spells, requiring no material components and using wisdom as his spellcasting ability ( spell save DC 27, +19 to hit with spell attacks):

At will: Bane, Bestow Curse, Command, Cure Wounds, Darkness, Lesser Restoration, Plane Shift, Shield, Remove Curse

2/day each: Antimagic Field, Earthquake, Flame Strike, Gate, Heal, Mass heal, Power Word Kill, Wish

Spell Immunity. Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Submission Aura. When a creature moves to be within 120 feet of Asmodeus, they must succeed on a DC 27 Wisdom saving throw or have the frightened condition until they leave the aura. While frightened, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's frightened condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour.

The Reigning Serpent (Recharges after a Short or Long Rest). If Asmodeus would be reduced to 0 hit points, his current hit point total instead resets to 4000 hit points, he recharges his recharge abilities, and he regains any expended uses of Legendary Resistance. Additionally, Asmodeus can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Asmodeus, the Serpent King of Hell, after "the reigning serpent" activates.

 

Actions

Multiattack. Asmodeus makes five attacks: two with his bite and three with his tail, chilling gaze or hellish smite. He may replace any attacks with his rechargeable abilities.

Bite. Melee Weapon Attack: +21 to hit, reach 25 ft., one target. Hit: 38 (4d12 + 12) piercing damage plus 66 (12d10) poison damage. If the target is a creature, it is grappled (if Asmodeus chooses) (escape DC 27). Until this grapple ends, the target is restrained, and Asmodeus can’t bite another target.

Tail. Melee Weapon Attack: +21 to hit, reach 30ft., one target. Hit: 38 (4d12 + 12) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Swallow. Asmodeus makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Asmodeus, and it takes 70 (20d6) acid damage at the start of each of Asmodeus turns.

Chilling Gaze. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 65 (10d10 + 10) cold damage, and the target has a-3 penalty to all attack rolls they make until the end of their next turn. This penalty can stack.

Hellish Smite. Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a DC 27 Dexterity saving throw, taking 28 (8d6) lightning damage plus 28 (8d6) fire damage on a failed save or half as much on a successful one.  

Infernal Word: Stun (Recharge 3–6)Asmodeus targets a creature he can see within 240 feet of him. The target must make a DC 27 Intelligence saving throw, taking 72 (16d8) force damage and is stunned by Asmodeus for up to 1 minute on a failed save. On a successful save, the creature takes half as much damage and isn’t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hell Lords Suggestion (Recharge 4–6)Asmodeus targets a creature he can see within 240 feet of him. The target must make a DC 27 Charisma saving throw, taking 65 (10d12) psychic damage on a failed save, or half as much on a successful one. A creature that failed the save is charmed by Asmodeus for up to 1 minute. While charmed, a creature is controlled by Asmodeus, performing only actions that he suggests. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fires of the Nine Hells (Recharge 4–6)Asmodeus chooses a point he can see within 1000 feet of him, which explodes into a roaring inferno. All creatures within a 120-foot-radius sphere centered on that point must make a DC 27 Dexterity saving throw, On a failed save, the creature takes 140 (40d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

Asmodeus can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Asmodeus regains spent Legendary action at the start of his turn.

Attack. Asmodeus makes one Bite or Tail attack.

Furious Bite (Costs 2 Actions). Asmodeus makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of Asmodeus until the end of the target's next turn.

Mythic Actions

If Asmodeus "the reigning serpent" trait has activated in the last hour, he can use the options below as legendary actions.

Command Hell: Asmodeus issues a command to any amount of devils he can see within 600 feet of him. The devils immediately take one action as a reaction, following the command to the best of their ability.

Hellfire (Costs 2 Actions). Asmodeus recharges and uses his Fires of the Nine Hells attack.

Infernal Summons (Costs 3 Actions). Asmodeus summons 2d4+1 pit fiends or 10d6 horned devils. The summoned devils appear in unoccupied spaces within 60 feet of him and act as allies of Asmodeus. They obey his commands and remain for 1 hour, until they die, or until Asmodeus dismisses them as a bonus action. Alternatively asmodeus can summon an archdevil, archduke or archduchess of the nine hells. 

Description

Important: Once Amodeus mythic actions have been activated, his tail, eyes, and each of his teeth can also be targeted with attacks in addition to his normal hit point pool. When these areas are reduced to 0 hit points they count as exploited, only when all areas have been exploited can Asmodeus be slain with a finishing attack. 

You can also choose for Asmodeus to be fully healed of his wounds in this encounter, in which case he loses his tail as a vulnerable area and doubles his hit points. His reigning serpent feature now resets him to 9000 hit points. 

Vulnerable areas

Armour class:

Hit Points:

When Exploited:

 

Eyes

 

22

 

1500

 

 

When exploited Asmodeus eyes start bleeding.

 

 

Tail

 

23

 

 

1500

 

After Asmodeus tail has been exploited, he can no longer use his tail attack.

 

 

Fangs

 

26

 

 

2000 (respectively)

 

After both of Asmodeus fangs have been exploited his bite attack deals bludgeoning damage instead of piercing damage, and no longer carries any poison.

 

 

History:

Asmodeus is the lord of all devils, he rules the final layer of the nine hells of baator and through it all the other ones as well.

No one really knows how Asmodeus came to be, that is why this stat block is based on only one story being true, the story of the two serpents of law.

In this story Asmodeus originally had another name, Ahriman, he and his brother we two giant serpents and the greatest champions of law. Together the two serpents were invincible, they created a plane of unity for good, evil, neutrality, law and chaos. New planes formed around the one created by the two serpents, so that now only one task remained, agreeing on the center of power for these realms, but they could not, as each wanted either hell or heaven to represent their favoured aspects in law (good and evil) so they erupted in a fight that shook reality and ripped off each others tails. Ahriman's brother had wings and flew to mount celestia, while Ahriman himself fell through the nine hells. Now most of the world has forgotten these champions of law, a fact Ahriman has taken advantage off, forging his new identity as Asmodeus, biding his time to rise to power once again, and healing his wounds from the battle with his brother.

 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effects, he can't take the same lair action two rounds in a row:

  • Cleansing Flame. Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed.

  • Attack. Asmodeus uses one of his available melee or ranged attacks against a single foe.

  • Cast a Spell. Amodeus uses his Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.

  • Deceitful Whispers. Asmodeus whispers to a creature they can see within 30 feet. The target must make a DC 27 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of Asmodeus enemies, chosen by Asmodeus.

  • Fiendish Fortitude. Asmodeus recharges one of his expended abilities.

  • Frenzy. Asmodeus casts Haste on himself. The effect ends at initiative count 20 of the next round.

  • Summon Underlings. Asmodeus summons any devil, including another archdevil. The summoned devil appears in an unoccupied space which Asmodeus can see. 

  • Teleport. Asmodeus teleports himself to an area he can see within 120 feet.

  • Trap. Asmodeus casts the Hold Monster spell.

Regional Effects:

The region containing Asmodeus lair is corrupted by his presence, which creates the following effect:

The Devil's Greeting. Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the Project Image spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they're hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character's waste their resources.

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

 

 

 

TheWhiteIris

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