Devil's Sight. Magical Darkness does not impede on Asmodeus's Darkvision
Greater God Immortality. Asmodeus is a Greater God, meaning that his true form, and not his avatars, must be killed in order for him to actually die. Only a few things can kill him, such as another Greater God or a weapon specifically designed to kill him. If the both of the above conditions are not met, he regenerates somewhere on Nessus 1d10 days later
Hellish Fire. All of Asmodeus's attacks that deal fire damage ignore resistance to fire damage and treat immunity to fire damage as resistance.
Hellish Strikes. All of Asmodeus's weapon attacks do an extra 8d8 or fire damage (included in the attack)
Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead
Innate Spellcasting. Asmodeus's innate spellcasting ability is Charisma (spell save DC 27, +19 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)
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.
Multiattack. Asmodeus can make three Ruby Rod attacks or three Devilish Blasts.
Authority of Nessus.(Recharge 6) Asmodeus can summon 10 Imps, 20 Lemures, 2 Bone Devils, or 5 Bearded Devils. Alternately, he can roll 2d10. If he rolls a 10 on either of the d10s, he can summon any greater devil of his choice.
Ruby Rod. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 31 (5d8 + 9) bludgeoning damage plus 36 (8d8) fire damage.
Devilish Blast. Ranged spell Attack: +19 to hit, range 800 ft., 1 target. Hit: 37 (5d10 + 10) fire damage plus 27 (5d10) necrotic damage
Change Shape. As a bonus action, Asmodeus can shapeshift into a large or medium humanoid. He keeps the same statistics in either form, except for his size.
Hell's Vengeance. As a reaction to to taking damage, Asmodeus can force the creature that dealt damage to him to make DC 20 Constitution saving throw. On a failure the creature takes 27 (5d10) fire damage.
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 actions at the start his turn.
Attack (Costs 1 Action). Asmodeus can make either a Ruby Rod attack or a Devilish Blast attack.
Move (Costs 1 Actions). Asmodeus can move up to his walking speed without provoking opportunity attacks.
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 most often appears as a handsome, bearded humanoid with horns protruding from his forehead, piercing red eyes, and flowing robes. He can also assume other forms and is seldom seen without his ruby-tipped scepter in hand. Asmodeus is the most cunning and well mannered of the archdevils. The ultimate evil he represents can be seen only when he wills it so, or if he forgets him self and flies into a rage.
Lair and Lair Actions
Asmodeus's lair is all of Nessus, however, he only gets lair actions in his fortress, Malsheem.
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:
- 5 imps or 5 lemures that are hostile to all non-devils appear in an unoccupied space within 50 ft. of Asmodeus.
- Imprisoned souls swarm 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).
- 3 bearded devils appear in an unnocupied space on Nessus that are hostile to all non-devils. These bearded devils cannot take reactions.
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.
Comments