Discorporation. When Asmodeus drops to 0 hit points or dies, <his or her> body is destroyed, but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time.
Innate Spellcasting (3/Day). Asmodeus can innately cast Time Stop (Spell Save DC 26). His spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Asmodeus fails a Saving Throw, <he or she> can choose to succeed instead.
Limited Magic 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.
Magic Weapons. Asmodeus’ weapon attacks are magical.
Multiple Reactions. Asmodeus can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.
Regeneration. Asmodeus regains 30 Hit Points at the start of <his or her> turn.
Change Shape (1/Day). Asmodeus magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. When Asmodeus drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time. Any equipment he is wearing or carrying is absorbed or borne by the new form Asmodeus' choice. In a new form, Asmodeus retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Asmodeus gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Asmodeus lacks.
Multiattack. Asmodeus can use his Frightful Presence. He then makes three attacks: two with his claws, and one with his tail.
Claw. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Slashing Damage
Tail. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Bludgeoning Damage
Frightful Presence. Each creature of Asmodeus' choice that is within 240 feet of Asmodeus and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Asmodeus' Frightful Presence for the next 24 hours.
Asmodeus can take 5 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.
Infernal Whip. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) Slashing Damage plus 14 (4d6) Fire Damage
Description
A being that is almost impossible to comprehend. Four horns curl from his head as two from the front and two from the sides. Four black leathery wings fold over one another as they settle. Claws as sharp as daggers and a tail as sharp as a spear are incorporated by him. His yellow deep eyes shine through his Dark steel Plate mail that is laced with red ruins of an eldritch language.
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