Large Fiend (Devil), Lawful Evil
Armor Class 25 natural armor
Hit Points 240 (450d10 + 40)
Speed 40 ft., Fly 60 ft.
STR
28 (+9)
DEX
22 (+6)
CON
26 (+8)
INT
24 (+7)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws DEX +13, INT +14, WIS +13, CHA +17
Skills Deception +18, Insight +14, Perception +14, Persuasion +18
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft, Truesight 120 ft, Passive Perception 24
Languages Abyssal, Common, Infernal, Telepathy 120 ft common, infernal, abyssal, telepathy(120 ft)
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name.

Lord of Pacts. Asmodeus has an air of undeniable authority and mastery over contracts and bargains. When dealing with him, any creature that makes a deal or pact with him must succeed on a DC 25 Wisdom saving throw or be magically compelled to uphold the terms of the agreement. If the creature fails the saving throw, it cannot willingly break the pact and suffers a disadvantage on any saving throws to resist effects related to the pact. Additionally, Asmodeus has advantage on Charisma (Deception) and Charisma (Persuasion) checks when negotiating or enforcing such pacts.
 
 
 

 

Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Asmodeus has the following spells prepared:  
Cantrips (at will): Thaumaturgy, Eldritch Blast, Prestidigitation, Minor Illusion 
 1st level (4 slots): Charm Person, Disguise Self, Shield, Detect Magic 
 2nd level (3 slots): Suggestion, Mirror Image, Misty Step 
 3rd level (3 slots): Counterspell, Hypnotic Pattern, Major Image 
 4th level (3 slots): Greater Invisibility, Phantasmal Killer, Charm Monster 
 5th level (3 slots): Dominate Person, Geas, Wall of Force 
 6th level (2 slots): Mass Suggestion, True Seeing  
7th level (2 slots): Plane Shift, Power Word Pain  
8th level (2 slots): Mind Blank, Power Word Stun  
9th level (1 slot): Power Word Kill, Foresight  
Spellcasting Focus. Asmodeus uses a scepter adorned with infernal runes as his spellcasting focus.
Actions
 Asmodeus (CR 25) 
 Actions: Multiattack. Asmodeus makes three attacks with his Infernal Scepter. 
Infernal Scepter. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 16) bludgeoning damage plus 14 (4d6) fire damage. On a critical hit, the target must succeed on a DC 25 Constitution saving throw or be burned, taking 10 (3d6) fire damage at the start of each of its turns for 1 minute. The burning effect can be ended early if the target uses its action to douse the flames. 
Infernal Command (Recharge 5-6). Asmodeus uses his powerful charisma to command up to three creatures within 60 feet that can hear him. Each creature must succeed on a DC 25 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creatures are compelled to obey Asmodeus’s verbal commands to the best of their ability. 
Hellfire Burst (Recharge 5-6). Asmodeus releases a burst of hellfire in a 30-foot radius centered on a point he can see within 120 feet. Each creature in the area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 70 (20d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is not blinded.
Bonus Actions
Bonus Actions: 
 Infernal Influence. Asmodeus can use his bonus action to command one creature he can see within 60 feet that is under his charm or is currently affected by his Fiendish Bargain. The creature must use its reaction to make a melee attack against a target of Asmodeus’s choice. The target can make a DC 25 Wisdom saving throw to resist this command. 
 Hellish Conduit. Asmodeus channels infernal energy through his scepter. As a bonus action, he can choose one creature within 60 feet that can see or hear him. The target must make a DC 25 Constitution saving throw or take 27 (6d8) fire damage. On a successful save, the creature takes half as much damage. 
 Infernal Resurgence. Asmodeus can use his bonus action to regain 30 hit points. This ability can be used once per short or long rest.
Reactions
Infernal Retaliation. When Asmodeus is hit by an attack, he can use his reaction to unleash a wave of infernal energy. Each creature within 10 feet of him must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) fire damage and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and is not frightened.
Fiendish Barrier. When Asmodeus is targeted by a spell or other magical effect, he can use his reaction to create a shield of dark energy around himself. He gains a +10 bonus to his AC against the triggering attack or spell and has advantage on the saving throw against it, if applicable.
Legendary Actions
Legendary Actions: 
 can take 3 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. 
• Move. Asmodeus moves up to his speed without provoking opportunity attacks. 
• Infernal Scepter Strike. Asmodeus makes one attack with his Infernal Scepter. 
• Hellish Command (Costs 2 Actions). Asmodeus uses Infernal Command. 
• Hellfire Blast (Costs 3 Actions). Asmodeus uses Hellfire Burst.
 
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Appearance: Asmodeus is a grandiose figure with imposing, regal features. He stands over 12 feet tall, with a regal bearing, dark red skin, and intricate, infernal runes etched across his body. His eyes burn with an inner fire, and he is often seen wielding a majestic scepter adorned with infernal symbols. His presence radiates authority and control, fitting his role as the ruler of Hell’s hierarchy.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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