Devil's Sight. Magical Darkness does not impede on Asmodeus's Darkvision
Hellish Strikes. All of Asmodeus's weapon attacks do an extra 5d8 necrotic or fire damage(Included in the attack)
Hellish Fire. All of Asmodeus's attacks that deal fire damage ignore resistance to fire damage and treat immunity to fire damage as resistance.
Greater God Immortality. Asmodeus is a Greater God, meaning that he can only be killed by a Solar or Paladin blessed by a Greater God, another Greater God, or weapon designed to kill a Greater God. In addition, Asmodeus can only be killed while on Nessus.
Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead
Limited Magic Immunity. Asmodeus can't be affected by or detected by spells of 6th level or lower that don't deal radiant damage unless he wishes to be
Innate Spellcasting. Asmodeus's innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Asmodeus can innately cast the following spells, requiring no material components:
At will: burning hands, fire bolt, mage hand, hellish rebuke, scorching ray, fireball, fly, fear 3/day: fire shield, wall of fire , polymorph, dimension door, cloudkill, geas, create undead 1/day: meteor swarm, prismatic wall, time stop, true resurrection, wish(only for another creature)
Multiattack. Asmodeus makes two Ruby Rod attacks, can replace one of them with a Devilish Blast
Authority of Nessus (3/day). Asmodeus can summon 10 Imps, 20 Lemures, 2 Bone Devils, 5 Bearded Devils, or a 10% chance to summon a pit fiend.
Ruby Rod. Melee Weapon Attack: +18 to hit, reach 5 ft.,1 target. Hit: 31 (5d8+9) bludgeoning damage plus 22 (5d8) fire or necrotic damage
Devilish Blast. Ranged Weapon Attack: +19 to hit, range 200/800 ft., 1 target. Hit: 32 (5d8 + 10) fire damage plus 22 (5d8) necrotic damage
Hell's Vengeance. As a reaction to to taking damage, Asmodeus can invoke his vengeance by enveloping the creature in flames, them taking 45 (8d10) fire damage.
Asmodeus can take 5 legendary actions, choosing from the options below****y one legendary action can be used at a time and only at the end of another creature's turn. Asmodeus regains spent legendary actions at the start his turn.
Attack (Costs 1 Action). Asmodeus can make either a Ruby Rod attack or a Devilish Blast attack.
Teleport (Costs 2 Actions). Asmodeus magically teleports, along with anything he is wearing or carrying up to 150 ft. to an unoccupied space he can see.
Wrath of the Nine Hells (Costs 5 Actions, once per long rest) Asmodeus automatically summons one of his Archdukes/duchesses while simultaneously enveloping one creature of his choice on Nessus in hellish fire.That creature takes 55 (10d10) fire damage plus 27(5d10) necrotic damage.
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
Asmodeus is the Archduke of Nessus, the Ninth layer of The Nine Hells, making him the Tyrannical Ruler of Baator. He appears as a tall, handsome, bearded tiefling with larger then normal horns, red skin and glowing red eyes, he appears charming at first glance , but that is nothing compared to the insidious evil that he is. Asmodeus is called the King of Evil for a reason. Asmodeus loses the civility he appears to have when fighting.
Lair and Lair Actions
Asmodeus's lair is all of Nessus
Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects; Asmodeus can’t use the same effect two rounds in a row:
- Asmodeus 5 imps or 5 lemures appear in an unoccupied space within 50 ft. of Asmodeus.
- Imprisoned souls sworm around an area with a diameter of 20 ft. within 100 ft. of Asmodeus, causing that area to be heavily obscured. Each non-devil in that area must make a Constitution saving throw or take 11 (2d10) necrotic damage. The souls disperse at inititive count 20 (losing inititive ties).
Regional Effects
The region containing Asmodeus’s lair is warped due to the raw infernal magic, which creates one or more of the following effects:
- Every time a creature takes a long rest, there is a 50% chance that 2 Bone Devils appear and attack.
- Firestorms rage on Nessus, lasting 2 minutes each, for each minute spent in one, you take 7 (2d6) fire damage.
If the [monster name] dies, these effects fade over the course of #d# days.
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