Legendary Resistance (9/Day): If Asmodeus fails a saving throw, he can choose to succeed instead.
Deep Stratagem. Asmodeus can spend legendary resistances in order to negate effects on him regardless of whether they have a DC save or not.
Reckless Perdition. Asmodeus can spend legendary resistances in order to gain legendary actions, at a rage of 1 for 1.
Adaptive Tactics. Asmodeus can use four reactions per round.
Frenzied Regeneration. Asmodeus regains 100 hit points at the start of his turn, or 40 if he was dealt radiant damage during the past round.
Limited Magical Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Infernal Majesty. Anyone who looks directly at Asmodeus must make a DC 25 Charisma saving throw or become charmed by him.
Innate Spellcasting: Asmodeus’s spellcasting ability is Charisma (DC 30, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: detect magic, dispel magic, fireball (8th level), hellish rebuke (10th level), telekinesis, counterspell (10th level)
- 3/day each: maze, disintegrate, feeblemind, meteor swarm
- 1/day each: power word kill, wish
Reverie of Nessus. Once per day, when Asmodeus is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he is instantly encased in a 10-foot-radius spherical wall of force, and the area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds.
- First Round: Asmodeus is automatically purged of any unwanted spells or effects.
- Second Round: Asmodeus is cured of any diseases, poisons, or physical maladies (including lost body parts).
- Third Round: Asmodeus gains the benefit of a long rest, being healed and regaining spells and abilities accordingly.
During the 3 rounds of the Reverie of Nessus, Asmodeus cannot take any actions, legendary actions, or lair actions. However, at the end of the 3rd round, he returns to full strength and can immediately take his turn. He regains 3 legendary resistances, gains 3 legendary actions per turn, and regains all used spells.
Mortal Strike. Once per round, Asmodeus can cause his next Ruby Rod or Infernal Claw to automatically critical and deal max damage. The target cannot be healed until the start of your Asmodeus' next turn.
Multiattack. Asmodeus makes three attacks: one with his Ruby Rod and two with Infernal Claw. He can forgo any one attack in order to use Hell's Gaze.
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Ruby Rod of Asmodeus. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 40 (6d8 + 10) force damage, and the target must make a DC 30 Wisdom saving throw or be frightened until the end of Asmodeus’s next turn.
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Infernal Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 10) slashing damage and 40 (6d8) necrotic damage. If Reverie of Nessus has been used within the last hour, Infernal Claw also deals 8d10 hellfire damage instead of necrotic damage.
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Hell’s Gaze (Recharge 5-6): Asmodeus fixes his burning gaze on a target within 120 feet. The target must make a DC 30 Constitution saving throw, taking 200 (20d12) fire damage on a failed save or half as much on a success. If a creature fails the save by 5 or more, they are also paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Supreme Counterspell. Asmodeus can cast counterspell at 10th level when a creature casts a spell within 120 feet.
Soul Form (1/day). Asmodeus becomes immune to all damage, spells, and effects until his next turn. You is immobilized, and does not take up physical space for the duration.
Fiery Teleport. When struck with any damage, Asmodeus can teleport, along with any equipment he is wearing or carrying, up to 180 feet to an unoccupied space he can see. Each creature within 30 feet of the space he left must make a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Asmodeus 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. Asmodeus regains spent legendary actions at the start of his turn.
Ruby Rod. Asmodeus makes one attack with his Ruby Rod.
Bargain. A creature within 200 ft. must make a DC 30 Charisma saving throw or strike a bargain with Asmodeus. They choose to either take a stacking -5 penalty to AC and attack rolls, or give him half their total HP rounded up as temporary hit points. These hit points cannot be recovered in any way.
Spell Casting (2 actions). Asmodeus casts a spell.
Summon Pit Fiend. (2 actions). Asmodeus calls upon his endless legions and summons a Pit Fiend from one of the upper layers. The Pit Fiend appears within 200 ft at a location of Asmodeus' choosing.
Hell's Gaze (2 actions). Asmodeus either uses Hell's Gaze if it is available, or recharges it if it is not.
If Asmodeus’s mythic trait, Reverie of Nessus, has been activated in the last hour, he can use the options below as legendary actions for 1 hour after using Reverie of Nessus. He gains 3 additional legendary actions per round.
Unholy Smite. Asmodeus makes an Infernal Claw attack. On a hit, the target must succeed on a DC 30 Constitution saving throw or be stunned until the end of their next turn. They also take an additional 12d10 hellfire damage.
Wrath of Asmodeus (3 actions). Asmodeus releases a wave of infernal energy. Each creature within 60 feet of Asmodeus must make a DC 27 Constitution saving throw, taking 90 (20d8) fire damage and 90 (20d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also frightened for 1 minute.
When Hell Freezes Over (4 actions). Asmodeus banishes the target to the deepest point in the Stygian Ocean. They are affected by the spell feeblemind and take 20d10 force damage per round. On their turn, as an action, they may make a DC20 Int saving throw to return.
Description
Asmodeus, the Lord of Baator, stood before them, an incarnation of infernal majesty that eclipsed all nightmares. His towering, crimson-skinned form was wrapped in a cloak of shadow and flame, rippling with raw power, his eyes like twin suns of molten hatred burning from the depths of Hell. Massive, curling horns crowned his head, framing a face that was both impossibly beautiful and terrifying, a mask of ageless malice. In his right hand, he gripped the Ruby Rod, its crimson glow pulsating with the screams of damned souls, while his left hand curled into talons that shimmered with infernal energy. Around him, the air warped and trembled under the sheer weight of his presence, as though reality itself bent to his will. His voice, when he spoke, was velvet and venom, a whisper that promised ruin to all creation.
Lair and Lair Actions
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:
1. Infernal Summoning. Asmodeus calls forth infernal reinforcements. He summons 1d4 pit fiends or 2d6 horned devils. The summoned devils appear in unoccupied spaces within 60 feet of Asmodeus and act as his allies. They remain until they die or Asmodeus dismisses them as an action.
2. Phlegethos Eruption. Asmodeus causes the ground to erupt with hellfire at up to three points he can see within 120 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on each point must make a DC 27 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.
3.Despair of Minarous. Asmodeus projects an aura of overwhelming despair. Each creature of Asmodeus's choice within 60 feet of him must succeed on a DC 27 Wisdom saving throw or be overwhelmed by feelings of hopelessness for 1 minute. Affected creatures have disadvantage on attack rolls, saving throws, and ability checks. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Chains of Malbolge. Asmodeus conjures infernal chains from the ground in a 30-foot radius around him. Each creature in that area must succeed on a DC 27 Strength saving throw or be restrained by the chains. A restrained creature takes 21 (6d6) slashing damage at the start of each of its turns. A creature restrained by the chains can use its action to make a DC 27 Strength check, freeing itself on a success.
5. Blood of Avernus. Asmodeus causes a geyser of boiling blood to erupt from the ground at a point he can see within 120 feet of him. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that point must make a DC 27 Constitution saving throw, taking 42 (12d6) fire damage and 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. The ground in that area becomes difficult terrain until the start of Asmodeus's next turn.
6. Baatorian Ward. Asmodeus conjures a warding glyph on the ground at a point he can see within 60 feet of him. The glyph radiates a 30-foot-radius sphere of anti-magic, preventing any spell of 5rd level or lower from being cast or having any effect in its area. This effect lasts until the start of Asmodeus's next turn.
Regional Effects
The region containing Asmodeus's lair is warped by his magic, creating the following effects:
- Infernal Portents. Within 10 miles of the lair, the atmosphere feels oppressive, and an unnerving sense of dread permeates the area. Beasts within this region become more aggressive and are often found mutilated, as if by unseen forces.
- Hellish Landscape. Within 6 miles of the lair, the land is warped and twisted by the infernal energies. The ground is scorched and cracked, rivers of lava flow freely, and the sky is a perpetual storm of fire and ash.
- Eyes of Asmodeus. Asmodeus can see through the eyes of any devil within 1 mile of his lair. As long as these devils are on the same plane of existence, Asmodeus can also communicate telepathically with them.
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