Ability to Monologue. Enemies of this Asmodeus can't do ANYTHING to interrupt his monologue. This includes prep for combat, position yourself, heal, etc.
Universal Constant. Asmodeus can't be wished out of existence/to die
Twice the Effort. Asmodeus has 2 turns within the initiative cycle. He will always go first and middlest in combat.
Viewer of the Weave. Any time Asmo is targeted by a spell of 4th level or lower that requires an attack roll or the magic missile spell roll a d6. On a 1 to 5, Asmodeus is unaffected. On a 6, Asmodeus is unaffected, and the effect is reflected back at the caster as though it originated from the Asmodeus, turning the caster into the target.
No Half Measures. If Asmodeus is subjected to a spell or spell-like effect that requires a saving throw that upon success would half the damage he takes no damage upon a success.
Magic Resistance. Asmodeus has advantage on saving throws against spells and other magical effects.
Regeneration. Asmodeus regains 15 hit points at the start of his turn if he has at least 1 hit point.
True Evil. Asmodeus can only lose his final hit point if he takes radiant damage.
Unknown Upper Limit. The hitpoints that Asmodeus starts this fight as is not his max hp.
Spellcasting. Asmodeus can cast the following spells at will with no casting components required. He has a Spell Save DC of 26 and has a +17 to hit
At will: Magic Missile, Counterspell, Thunderwave (7th Level), Eldritch Blast (Max Level)
5/Day: Blindness/Deafness (5th Level), Bestow Curse (9th level), Polymorph
3/Day: Disintegrate (9th Level), Dominate Person, Wall of Fire (9th Level)
1/Day: Dark Star, Feeblemind, Power Word Kill
Multiattack. Asmodeus can use one of his rechargeable attacks in coordination with 3 of the other attacks listed below
Spellcasting. Asmodeus can exchange any number of his attacks in a turn to instead cast a spell. The ability to only cast one leveled spell a round still applies to this unless specified otherwise.
Bident. Melee Weapon Attack: +19 to hit, reach 10 ft., 1 target. Hit: 56 (4d12 + 30) Piercing damage.
Excutioneers Slash (Recharge on 5-6). All creatures within a 30-foot cone in front of Asmodeus must succeed on a DC 26 Dexterity Saving Throw or take 15d8 Slashing Damage (Average 68).
Ruler's Presence (Recharge on 6). All creatures within 60ft of Asmodeus must succeed on a DC 26 Wisdom Saving Throw or be paralyzed for 1d4 turns or until they take damage.
Soul Sunder (Recharge 8 on a D8). A creature of Asmodeus's choice that he can see must succeed on a DC 26 Constitution Saving Throw or take 20d10 (average 105) type less Damage or half as much if they succeed. If a creature dies from this attack then their soul is torn asunder and nothing short of a wish can revive them. If a creature is not killed by this but still takes damage from it their soul is ripped from them and moved within 5ft of Asmodeus leaving their body behind. While in soul form you are unable to take any actions, bonus actions, or reactions except those that facilitate movement back to your body. Additionally while in soul form you are incorporeal and can see as if you were in the ethereal plane. If you are a soul based being (ie an angel or devil) you do not have your soul ripped from your body and instead take double the amount of damage from this attack. You are still subjected to being moved within 5ft of Asmodeus
Battlefield Chaos. Asmodeus can force a creature he can see to make a DC 15 concentration check or break concentration.
Spacer. Asmodeus forces one creature within 5ft of him to make a DC 26 Strength Save or be pushed 30 feet away from Asmodeus
Stay Still. Asmodeus can make an attack against a creature that moves in his range. If he hits the creature's speed becomes 0 for the rest of the turn.
Asmodeus has 3 Legendary Actions
Teleport (Costs 1 Action). Asmodeus Teleports 40ft
Swing (Cost 1 Action). Asmodeus can make one attack at advantage
Devil in your Ear (Costs 3 Actions). 1 creature Asmodeus can see must succeed on a DC 26 Charisma Saving Throw or be subjected to follow the command that Asmodeus gives them.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to activate Caged Power Absorption and one of the Reality Rewrite Effects
- Caged Power Absorption: Asmodeus rolls a d8 and on a 1-7 he adds one of the below effects to his character sheet for as long as that creature is in a cage and not dead. He can only add a person's ability to his sheet once. If he rolls within the 1-7 the next time he rolls the needed amount decreases by one (ie he'd then need to roll between 1-6). Additionally for every person who is in a cage and alive Asmodeus heals 10 hp and the people within the cage take 30 damage.
- Zariel: Asmodeus weapons deal an additional 6d6 fire damage
- Dispatel: Asmodeus heals an additional 50hp at the start of his turn as long as he has 1 hp
- Minotaurs: If Asmodeus moves at least 20 feet in a straight line before attacking his attacks that turn deal double damage
- Belial: Asmodeus can Disengage as a free action
- Levistus: (Ice Ediface Recharge 5-6) Asmodeus creates 2 Ice obelisks with 10 hp and an ac of 12 within 30 feet of him while either of these obelisks stand Asmodeus can't be damaged
- Mephistopheles: Asmodeus can cast 2 leveled spells on his turn
- Beelzebub: (Toxic Cloud Recharge 4-6) Creatures within 15 feet of Asmodeus Must succeed on a DC 26 Constitution Saving Throw or be poisoned they can repeat the saving throw at the end of their turn.
- Reality Rewrite.
- Lava pool: Asmodeus can cause a 5 foot radius lava fissure (per DMG lava deals 10d10 fire damage to a creature the first time they touch lava on their turn) to open in the ground any creature within the 5 foot radius falls into the lava
- Lava Channel: Asmodeus can make a 15 feet long and 5 feet wide channel from a lava source. any creature that would be in the channel as it's created falls into it
- Condense Space: Asmodeus removes the physical space between him and a creature he can see within 120ft of him. The creature is brought within 15 ft of him.
- Raise Walls: Asmodeus can raise a stone wall anywhere within 120 feet of him, this wall is 20 feet long and 20 feet tall.
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