Medium Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 90 (12d10 + 15)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +8, CON +6, INT +14, WIS +14, CHA +14
Skills Deception +18, History +15, Insight +17, Perception +15, Persuasion +17, Religion +20
Damage Resistances Radiant
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Truesight 90 ft., Passive Perception 17
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Eternal Imprisonment. Asmodeus can't be frightened or Intimidated. 

Charming Devil. Asmodeus has advantage on CHR saves and skill checks, all other creatures have disadvantage on CHR saves and skill checks against his most unholiness.

Actions

Multiattack. Asmodeus makes two attacks: these attacks can be a mixture of spell attacks and melee.

Blackened Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (3d12 + 10) slashing damage, and the target must succeed on a DC 17 Constitution saving throw or be vulnerable to fire damage for 1 minute.

The Flames of Hell. Ranged Spell Attack: +10 to hit, reach 60 ft., one target. Hit: 23(6d6 +10) fire damage. If the target is a creature it must succeed on a DC 17 Constitution saving throw or lose 15 hit points at the start of each of its turns due to an infernal wound. This fire of pure evil cannot be doused by any outside source, as only an indomitable will can extinguish it, the same trait needed to resist the devil himself. Any creature who is hit by this attack or touches a creature hit by it must make a successful DC 15 CON save or suffer the (prone) on success, a creature hit by the attack does not go prone and any creature who touches an enflamed target will not be afflicted by their condition. On a fail, the target of the spell falls (prone) and cannot take any actions of any type to include "special traits" that still require conscious thought or control to activate, until they extinguish themselves. Creatures that touch a creature that is enflamed then become inflamed themselves and must make another 15 CON save to also not go (prone) and suffer the same effects above.

Bonus Actions

As a bonus action. Asmodeus can ignite his Blackened Blade and add 4d6 fire damage to it. This damage does not benefit from the vulnerability effect of the blade if they are not affected prior to activating this ability but will do so for any hit after. 

As a bonus action. Asmodeus can force his Blackened blade to come back to his hand from anywhere in the same plane as this avatar. (Like Thor Odin-son). 

Reactions

Attack of Opportunity. As a reaction Asmodeus can make an attack on the target with either his Blackened Blade or attack spell (spell does not have to be melee range)

Legendary Actions

Legendary Action. Asmodeus has 3 legendary action points

Cost 1. "Silvered Tongue" - Asmodeus can choose to succeed any CHR based save or check when he would otherwise fail while interacting with another creature(s) whom he is speaking to.

Description

Ever scheming and always after something most don't even seem to think or know of, Asmodeus sends his avatar to other planes in disguise of other beings. Even something as simple as a soldier of note or impersonating a deity. This avatar can be used for multiple uses but is best suited for infiltrating the party and gaining their trust so as to eventually make them choose, unknowingly or not, their corrupted downfall. A knight, mercenary, powerful guard to a king or even an old companion would excuse his stats and battle capabilities as the party or player character is slowly deceived and tainted to become a prime candidate for his many complicated plans.

Monster Tags: Devil

Trotty_2hotty

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